Seems like packaging plugins doesn't generate UE4Editor.modules files. This file is used to point to the plugin binaries to use, and so can cause issues. The simple workaround for this is just copy ...
The Editor on Mac does not recognize plugins that are added to a code project via symlink (the plugin code is located somewhere other than in the project's Plugins folder). Xcode properly recognizes ...
When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...
Packaging with plugins GearVR and GoogleVR together cause build failed with multiple definitions of GetHMD(). Log attached for build error and error portion plugged into the callstack box. ...
Attempting to package a runtime plugin in 4.20 results in the following error: ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Unreal Projects\4.20\PluginTest\Test ...
In the 4.17 release notes, there is a note that mentions that plugins added to a directory in the AdditionalPluginDirectories list in the .uproject file would automatically get included in the gener ...
Packaging a project that includes a precompiled plugin fails with an error that an object reference is not set to an instance of an object. This only happens in the Binary Engine. If the Engine is ...
In 4.17, attempting to open a project that contains a plugin with a missing .dll file results in a dialog box appearing that says that the plugin is not compatible with the current Engine version, a ...
In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...