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Issue building a plugin using RunUAT.bat

Hello,

When developing an engine plugin, I use "RunUAT BuildPlugin -plugin="

Product Version: UE 4.19
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asked Mar 19 '19 at 05:56 PM in Packaging & Deployment

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vijaykam
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avatar image vijaykam Mar 19 '19 at 05:59 PM

Sorry, msg got chewed up ... When developing an engine plugin, I use "RunUAT BuildPlugin -plugin="my_plugin.uplugin" -targetPlatforms=Win64 -package"temp_dir"

I have another engine plugin depending on this one. Build tool errors out with "engine plugin cannot depend on game plugin". This appears to be a bug - how to workaround? (UE 4.19)

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Okay, I found this dumb solution: 1. PluginA depends on PluginB (PluginA's .cs file includes PluginB) 2. Delete PluginA 3. RunUAT ... for PluginB - this will now work, because PluginA was deletes 4. Re-include PluginA and re-compile it

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answered Apr 02 '19 at 09:33 PM

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vijaykam
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