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博客园 - 涛仔28

HYPE若干经验 转 ifstream 读取中文路径 总结SQLExpress2008安装 如何使用子程序参数--摘自代码大全2 WinDBG咒语 SunFlow渲染流程的设计 SunFlow场景文件的Instances代码块摘要 SunFlow场景文件的GI代码块摘要 SunFlow场景文件的Cameras代码块摘要 SunFlow场景文件的Object代码块 SunFlow场景文件的Modifiers代码块 - 涛仔28 - 博客园 SunFlow场景文件的Shader代码块 - 涛仔28 - 博客园 SunFlow场景文件的Light代码块 SunFlow场景文件的Image代码块 SunFlow场景文件的代码顺序 关于Ext3.0释出 函数的连续性 关于JSON的大文本处理 脚本的杂乱思路
Unreal Engine Plugin management
涛仔28 · 2015-05-23 · via 博客园 - 涛仔28

Be aware to remove any dependencies to any modules related to Editor,

or else it will end up with failure of packaging.

#if WITH_EDITOR

#endif

is your good friend.

for developing purpose,  just copy plugins' "Editor-blabla.dll" to developers' engine plugin folder for them to use.

programmer team get the project.exe built and link with plugin dlls  before pushing to GIT,  then it's built in CI server.

in other word,  the project's exe file has to be built with all dependent plugins' source code but not only static library.

maybe I can find a way that we can simply copy the plugins' static libraries back to plugins folder for specific folder and kick off the build,

but I don't want to spend more time on it since the whole day has been wasted to explore the stupid settings.

That also means,  the project has to be a C++ project but not Blueprint-Only project.