How To Compile Plugins? Just a Few Steps! 1 Minute Easiest Tutorial

Learn how to compile a old plugins, or a plugins which are not from UE Marketplace. I will teach you the really easy method.

* Use Landscape Orientation in Mobile *

Get Started!

Install Visual Studio 2017 (Required)

Install Visual Studio 2017 (Required)

Because Unreal Engine uses Visual Studio 2017 to compile, even in Unreal Engine 5. You still need to install 2017 version even you got the newer 2019 & 2022.

* For people who can't find Visual Studio Community 2017 or 2019: You can install a "Visual Studio Build Tools 2017 / 2019" (Yeah look for the Build Tools), and select the same C++ component. It works the same result!

Prepare Your Plugins: Place It Outside of Engine Folder

Prepare Your Plugins: Place It Outside of Engine Folder

Also please note that long file path is not recommended, use less than 256-character length

Go To Engine Plugins Folder

Go To Engine Plugins Folder

Example:    C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles

 

Make sure you are going to the NEW TARGET ENGINE!!!

On Folder’s Empty Space, Press "Shift + Right Click"

On Folder’s Empty Space, Press "Shift + Right Click"

And select "Open PowerShell window here". 

 

Because I am using Windows 10, so it will show “Power Shell”. But if you are older Windows version, please look for "Command Prompt".

.\RunUAT.bat BuildPlugin -plugin="C:\XXXXXXXX\XXXXX.uplugin" -package="C:\XXXXXXXX"

.\RunUAT.bat BuildPlugin -plugin="C:\XXXXXXXX\XXXXX.uplugin" -package="C:\XXXXXXXX"

 

 

Example:

.\RunUAT.bat BuildPlugin -plugin="D:\_Cyrus\2_Plugin_Original\Custom\Sketchfab\Sketchfab.uplugin" -package="D:\_Cyrus\2_Plugin_New\Custom\Sketchfab"

The 1st slot needs point to that “.uplugin” file

And the 2nd slot is export folder, a root folder that will include all files

* In single line

Press Enter, Wait & Done!

Press Enter, Wait & Done!

FAQ

#1 - Target Platform Error

Go to Unreal Engine forum, there is a detail step to guide you. 

https://answers.unrealengine.com/questions/990022/packaging-a-ue4-plugin-changing-the-target-platfor.html

Open .uplugin file in Notepad, delete the useless Target Platform

In UE4 it should look like:

            ,
			"WhitelistPlatforms": [
				"Win64",
				"Mac"
			]

        

In UE5 it should look like:

            ,
			"PlatformAllowList": [
				"Win64",
				"Mac"
			]

        

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