Blueprint and code/class assets for Marketplace

So far I’ve only been using Blueprint to build my projects. Copying, migrating and packaging assets (BP, materials, textures) is fairly straightforward.

Lately I’ve been thinking about using custom C++ classes for more complex Blueprint functionality. However, I’m not sure what must be done if I need to copy, migrate or package an asset for sale on the marketplace.

When distributing a Blueprint asset with dependent C++ classes what should be packaged for upload to the marketplace (and from where)?

If there is a doc explanation please post a link.

i think if u have code you need to make a plugin for that, and right now they haven’t support submission for plugin yet.

I’ll ask the question in another way:

If I create a custom blueprint node (using C++) called BP_MyFunkyFunc and wish to reuse BP_MyFunkyFunc in another project on another machine, what (other than the blueprint.asset) would I have to migrate?

Yes, or just copy uasset, just remember to include dependiies

What are the dependencies that have to be included?

I am assessing what typical files (minimum) must be migrated with the blueprint.uasset of a project that uses a basic C++ custom node. By ‘basic’, I mean, the node simply returns a “HelloWorld” string.

Are dependencies:

compiled objs? dlls?

all of the above and more stuff generated by Visual Studio Express?

If there are loads of dependent binary files required for the most basic custom C++ node then I’ll just use pure BP instead.

#Unknown at this Time

“When distributing a Blueprint asset with dependent C++ classes what should be packaged for upload to the marketplace (and from where)?”

Nobody can answer this question yet, because Epic is still figuring out how they want to handle C++ on the market place / plugins.

Currently we simply are not allowed to upload marketplace items that have C++ involved.

So!

We need to wait and see what Epic comes up with!

It is planned, but it is still in the works :slight_smile: