Developer Notes

The "default" root path for any engine module is Engine/Source, but we happen to add the Public and Private folders automatically anyway. The templates were just adding an incorrect path, which happened to be redundant. The warning is new for 4.20.

The use of this sort of syntax for referring to one's own plugin directory is the new workflow: PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));

The templates have been fixed.


When running the BuildPlugin command on a plugin in 4.20 preview 3, UAT is not detecting the correct root folder for the relative include paths specified in a module's .Build.cs.

Expected: UAT is able to determine the root folder of an include path based on the specified relative path of a plugin module's .Build.cs
Actual: UAT doesn't find the specified include path where it actually exists (in this case, \\MyPlugin\Source\MyModule\Public), and instead reports that it's unable to find it in the root folder of 'C:\Program Files\Epic Games\UE_4.20\Engine\' (or whatever '[4.20EngineRootPath]\Engine\' may be for the user)

Steps to Reproduce
  1. Launch 4.20 preview 3 and create a new project from a Basic Code template
  2. Navigate to the Plugins window and create a new plugin from a Blank template
  3. Run the BuildPlugin command on the plugin like so:
Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Plugin=[Path to .uplugin file, must be outside engine directory] -Package=[OutputDirectory] -Rocket -targetplatforms=Win64
  1. Observe the following warning can be found in the resulting logs:
    [OutputDirectory]\HostProject\Plugins\MyPlugin\Source\MyModule\MyModule.Build.cs: warning: Referenced directory '[4.20EngineRootPath]\Engine\Source\MyModule\Public' does not exist.
Community References

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Fix Commit4160105
Main Commit4202609
Release Commit4160105
CreatedJun 21, 2018
ResolvedJun 25, 2018
UpdatedJul 19, 2018