Game plugin shader and binary were not copied to stage build di

The binary and shader content of game plugin xxx(in project/plugins/xxx) were not copied to the final output dir (for example, $(ProjectDir)\Saved\StagedBuilds\WindowsNoEditor\ProjectName\Plugins\xxx), when i launch in the editor, and the show up the model dialog "“Plugin ‘X’ failed to load because module ‘X’ could not be found.” as this thread wrote…link text

any help or tick?

Does the plugin module need to be added to the Projectxxx.target.cs? like:

ExtraModuleNames.AddRange( new string[] { "ProjectDemo", {"PluginModuleXX"}} );

Editor could load this plugin successfully, while launching the game(from the lauch button), message show the plugin module not found.

Is the plugin module configured as as “runtime” in the uplugin file?

You say you got binery plugin, do you got source? You sure it was build for version of UE that you are using?

And no you dont need to add it in target.cs, engine will check it’s plugin configuration for that, all you need to do is enable plugin