Unreal plugin
A plugin for Unreal.
To install a Unreal plugin, place your plugin folder either in engine, or in project folder
- package management is local only.
Unreal is mostly designed to work with Perforce. Which takes care of this. - Wrote own package manager for Unreal: plugget Unreal
Pros¶
- modular, easy to enable/disable
cons¶
- enabling a plugin requires a restart of Unreal, there’s no reason this is needed for content-only plugins, but it’s required atm.
- For pure Python plugins it should be possible to create a workaround. I think plugget does so.
todo¶
- figure out if it supports multiple context:
can be set in editor, or project, or local to user (with gitignore/perforce ignore))
You can enable the plugin just for yourself without modifying the .uproject file by editing the plugin’s .uplugin file like this:
This tells Unreal to treat the plugin as enabled by default (for your local engine), but not to mark it as installed in the project — so it won’t get written into the project’s plugin list or synced via Perforce.
- Navigate to the plugin’s folder (usually under
Engine/Plugins/). - Open the
.upluginfile in a text editor & modify the fields.
Only use this for editor-only plugins.
Backlinks¶
- Unreal python plugin template
- A Unreal plugin template for pure Python plugins
- Unreal tool
- usually tools are wrapped in a Unreal plugin so they are modular
- Unreal C++
- also see Unreal Python
- pip Qt Unreal plugin
- It’s a Unreal plugin that adds a launch command for pip qt to the menu.
- Unreal Python script editor
- You can download the script editor as an Unreal plugin here: https://github.com/hannesdelbeke/unrealScriptEditor-plugin
- Unreal texture browser plugin
- unreal-qt plugin
- plugget Unreal plugin
- a Unreal plugin for plugget
- Plugget - run startup code without a plugin
- This is an idea / brainstorm, startup code is not yet implemented in the plugget manifest.
- Unreal sync speedup RnD
- How much of a AAA project are optional Unreal plugin, vs project code & assets.