Automated Build System for UE4 Plugins
Create an environment variable BUILD_UE4_PLUGIN
and assign it to the absolute path of the ue4_plugin_build_system.py
file in this repository (e.g. C:\tools\build-system\ue4_plugin_build_system.py
)
Copy over the config template file config.template.json
to config.json
and update the values according to your engine paths in your filesystem
List of engine verions and their base path in the file system. Add more versions to the list as needed
This creates a staging directory for each engine version. All you plugins for this version go under this. Add more versions to this list as needed
The directory to save the build log files
The relative path to the RunUAT script that comes with the engine. This path is usually fixed in the engine and you won't need to change it. However, the template has a reference to the batch file (RunUAT.bat) which is used in windows. If you are on Mac or Linux, you'll want to change this to RunUAT.sh
We're going to copy over the build invocation script to the plugin folders so it can build the plugin
For a project that hosts your C++ plugin, navigate to the plugin's direction (GAME_PROJECT/Plugins/MyPlugin/..) and drop in the extras/BuildPlugin.py
script into the plugins directory's Scripts/BuildSystem
directoy
So you end up with the following path: GAME_PROJECT/Plugins/MyPlugin/Scripts/BuildSyste/BuildPlugin.py
Double click this script to build your plugin (Make sure python is installed)
This file doesn't require any modifications and you can drop it in any plugin and it will just work