Plugin is compiling and "mounting", but does not run

I am using 4.18.0 on Mac OS 10.12.6 (16G29) with XCode 9.1 (9B55). There is a Windows plugin on which works for me on Windows. I am trying to port it to Macintosh. The original is HERE and my current code is the branch HERE. I am running the plugin by checking out the repo from into my Plugins folder in a project with a C++ class.

I added “Darwin” to the WhitelistPlatforms for the plugin. Once I did this I found that when I do a clean build of my project (I rm -rf Plugins//Binaries Plugins//Intermediate Binaries Intermediate), the plugin gets built (there exists a Plugins//Binaries/Mac/UE4Editor-.dylib). I furthermore in the Output Log find the message "LogPluginManager: Mounting plugin " and also messages showing the plugin being built. The plugin appears under Project → Input Devices in the Plugins dialog and Enabled is checked.

However, the plugin is not running. I find no other messages in the Output Log referencing the plugin after “[7/7] Link UE4Editor-.dylib”. StartupModule is not being called and neither is CreateInputDevice. I know this because as you can see from my code there are logs in those functions. I tried putting an intentional crash in CreateInputDevice and that didn’t trigger, either. I am stuck.

What am I missing? Why is the plugin not running? Is there a way to get Unreal to print additional information about what it is or is not loading and why?

(Note: Many third party tutorials have recommended building the Unreal Engine source code in order to build my plugin. This is not what the official Unreal documentation suggests and I have not attempted this yet.)

The problem was that “WhitelistPlatforms” should have been “Mac”, not “Darwin”. Apparently putting “Darwin” in WhitelistPlatforms will cause Unreal to BUILD but not LOAD the plugin.

I have filed a bug report to ask Unreal to explain WhitelistPlatforms better in the documentation so other people do not have this issue.

How do I mark this issue as “resolved”?