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Building an Unreal Engine plugin
UET can build Unreal Engine plugins using just the .uplugin file. For a more complete list of options, use uet build --help.
ℹ️ Info: You must always specify an engine version when building a plugin, as UET can not infer an engine version from a .uplugin file.
You can build a plugin using a specific version of Unreal Engine installed through the Epic Games Launcher with:
uet build -e 5.5You can build a plugin using an Unreal Engine located a path on your computer with:
uet build -e C:\Work\UE5This can be a path to either a source engine (e.g. cloned from GitHub or Perforce), or an installed engine build that has been copied to that directory.
You can build a plugin using Unreal Engine stored in a UEFS package with:
uet build -e uefs:container.registry.com/package/unreal-engine:taguet build provides additional options to configure the way that a plugin is built. These options can be used in addition to the engine specification above.
If the plugin is not located in the current working directory, you can specify the path to the folder that contains the .uplugin file with:
uet build -p C:\Path\That\Contains\PluginBy default uet build will build the plugin in Development configuration. You can build for Shipping instead with:
uet build --shippingBy default uet build will build the plugin for the host platform. You can build for additional platforms by specifying --platform one or more times, for example:
uet build --platform Android --platform LinuxBy default the plugin will not be packaged for distribution. You can package the plugin for distribution on Fab with:
uet build --plugin-package fabYou can package the plugin for distribution outside of Fab (i.e. including the binaries in the resulting package) with:
uet build --plugin-package genericBy default uet build will infer the plugin version for packaging based on the current time. You can override the version that is set in the resulting package with:
uet build --plugin-version-name MyVersionNumber --plugin-version-number 10000These options only have an effect when used with --plugin-package. Refer to uet build --help on how the plugin versions are inferred under various scenarios.
To ensure all #include declarations are correct in your plugin, you can turn on strict includes. This will significantly increase the build time:
uet build --strict-includes