Source Control and Plugins

I am part of a group working on a project. We are connected to source control. Our group “leader” has purchased a plugin from the market. When I try and open the project I am prompted to get it again from the market place. Can we link the marketplace purchase to the project for all to use?

The leader (or whomever bought the plugin) can locate the assets which have been installed to the engine directory (C:\Program Files\Epic Games\UE_4.19\Engine\Plugins\Marketplace).

Move the plugin folder from the directory above into the Plugins folder of your project (if you don’t have a ‘Plugins’ folder, create one. It should have a capital ‘P’ and sit in the root directory along with Binaries, Build, Content, Source etc. Remember to remove the original files (I do this through the Epic Launcher ‘remove local content’ option against the plugin, but just deleting will probable work too.

Depending on the plugin, as an additional step you may need to open your .Build.cs file and add the plugin as a Public Dependency. You may also want to right click on the uproject file and choose to generate visual studio / xocde files again.

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Also, just to add that you should check the licensing on the plugin. If it’s OK to have one license per project / per company then that’s ok. If you’re required to buy one license per seat (i.e. per machine or per developer), then you should make sure you do that (you may still want to move the files as directed above though)

For the .Build.cs file to edit, You mean the project one, correct?
What if the project was created as a blueprint project not a c++ project? There is no source directory therefore no .build.cs file.
Is there a way around this?

I’ve never actually worked with a Blueprint only project or plugin, so I’m not 100% sure on this. However, for C++ project you have both a .build.cs for the project, and one per plugin (i.e. MyPlugin.Build.cs). Some plugins may have more than one if they’re split into runtime and editor modules. I was refering to the project one (i.e. MyProject.Build.cs).

You might find that for Blueprint only projects that step just isn’t needed - for C++ projects you only need to do it in some cases depending on the integration. I’d just try it without modification and see what happens.

Remember that once you have copied across the plugin files, you’ll need to re-open Unreal and probably enable the plugin from the plugin manager