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How to package a plugin dependent on another plugin?

Hi, suppose I have two plugins, MyPlugin and AdditionalPlugin. Both are game plugins. I've set AdditionalPlugin to be dependent on MyPlugin by modifying the MyPlugin.uplugin and MyPlugin.build.cs file, like so:

MyPlugin.uplugin

 "Modules": [
          {
            "Name": "MyPlugin",
            "Type": "Runtime",
            "LoadingPhase": "Default"
          }
        ],
        "Plugins": [                       // <--
          {                                // <--
            "Name": "AdditionalPlugin",    // <--
            "Enabled": true                // <--
          }                                // <--
        ]                                  // <--

MyPlugin.build.cs

 PublicDependencyModuleNames.AddRange(
          new string[]
          {
              "Core",
              "CoreUObject",
              "Engine",
              "AdditionalPlugin",          // <--
          }
      );

Now, I would like to package MyPlugin. Since AdditionalPlugin depends on MyPlugin, it seems that I can't just simply package MyPlugin. Do I have to package AdditionalPlugin first and put it somewhere? When I try to package MyPlugin, this is the error I get:

 Running AutomationTool...
 UATHelper: Package Plugin Task (Windows): Parsing command line: BuildPlugin -Plugin=C:/Users/MyPlugin/MyPlugin.uplugin -Package=C:/Users/Desktop/MyPlugin -CreateSubFolder
 [2018.11.22-23.44.20:319][488]UATHelper: Package Plugin Task (Windows): Copying 70 file(s) using max 64 thread(s)
 [2018.11.22-23.44.20:423][494]UATHelper: Package Plugin Task (Windows): Reading plugin from C:\Users\HostProject\Plugins\MyPlugin\MyPlugin.uplugin...
 [2018.11.22-23.44.20:456][496]UATHelper: Package Plugin Task (Windows): Building plugin for host platforms: Win64
 [2018.11.22-23.44.20:457][496]UATHelper: Package Plugin Task (Windows): Running: C:\Program Files\Epic Games\UE_4.21\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Editor Win64 Development -plugin=C:\Users\HostProject\Plugins\SequenceGenerator\MyPlugin.uplugin -iwyu -noubtmakefiles -manifest=C:\Users\HostProject\Saved\Manifest-UE4Editor-Win64-Development.xml -NoHotReload -log="C:\Program Files\Epic Games\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Editor-Win64-Development.txt"
 [2018.11.22-23.44.21:964][563]UATHelper: Package Plugin Task (Windows):   Using Visual Studio 2017 14.15.26726 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
 [2018.11.22-23.44.22:070][567]UATHelper: Package Plugin Task (Windows):   ERROR: Unable to find plugin 'AdditionalPlugin' (referenced via command line -> MyPlugin.uplugin). Install it and try again, or remove it from the required plugin list.
 [2018.11.22-23.44.22:070][567]UATHelper: Package Plugin Task (Windows):          (see C:\Program Files\Epic Games\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Editor-Win64-Development.txt for full exception trace)
 [2018.11.22-23.44.22:109][568]UATHelper: Package Plugin Task (Windows): Took 1.6590954s to run UnrealBuildTool.exe, ExitCode=5
 [2018.11.22-23.44.22:115][568]UATHelper: Package Plugin Task (Windows): ERROR: UnrealBuildTool failed. See log for more details. (C:\Program Files\Epic Games\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Editor-Win64-Development.txt)
 [2018.11.22-23.44.22:115][568]UATHelper: Package Plugin Task (Windows):        (see C:\Program Files\Epic Games\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
 [2018.11.22-23.44.22:134][569]UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=5 (5)
 [2018.11.22-23.44.22:168][570]UATHelper: Package Plugin Task (Windows): BUILD FAILED



Product Version: UE 4.21
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asked Nov 23 '18 at 03:15 AM in Packaging & Deployment

avatar image

Mantracker
102 5 11 14

avatar image a1studmuffin Feb 07 '19 at 01:15 PM

I am also seeing this behaviour in 4.21.2. Is packaging plugins with a dependency on other plugins supported in UE4?

avatar image Maksym Nosatov Apr 07 '19 at 09:26 PM

Hi!In plugins : 1)You can select when this plugin is loaded Default,etc 2)You should regenerate your project,if you include your second plugin as a dependency And its possible to make any kind of hierarchy that you want in plugins. if you will not get any success,just drop here the link to the source i will check.Cheers!

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1 answer: sort voted first

Bumping.

Since Unreal added the plugin dependency option in a more recent version (I believe 4.18 or so), there should be a way to package plugins depending on other plugins as well. I have tried doing so without success so far.

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answered Apr 07 '19 at 12:47 PM

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Quexlaw
79 5 10 17

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