Descriptor File Example
This page describes the development and management of Plugins for use with Unreal Engine 4 (UE4) tools and runtime.
In UE4, Plugins are collections of code and data that developers can easily enable or disable within the Editor on a per-project basis.
Plugins can add runtime gameplay functionality, modify built-in Engine features (or add new ones), create new file types, and extend the capabilities of the Editor with new menus, tool bar commands, and sub-modes.
Content in Plugins
Many existing UE4 subsystems were designed to be extensible using Plugins.
If you want to jump right in and create a Plugin now, please see the Creating New Plugins section.
You can see which Plugins are currently installed by opening the Plugin editing interface from the Edit menu.
The Plugin Editor is accessible from the main 'Window' menu. This interface displays all of the Plugins that are currently installed and can enable or disable Plugins individually.
Plugin Descriptor Files
You can browse categories of Plugins using the tree interface on the left. Selecting a category will show all Plugins in that category as well as Plugins in any sub-category.
As you navigate through categories, a bread crumb trail displayed at the top of the UI will enable you to jump quickly to higher-level categories. The number displayed next to a category indicates how many Plugins are available in that category.
Plugins are displayed in the main list, along with each Plugin's name, icon, current version, text description, author (and optional web hyperlink), as well as whether or not the plugin is currently enabled.
The search control at the top will enable you to search Plugins displayed in the list by name.
You can enable or disable a Plugin for use with your active project by toggling the Enabled check box under the Plugin's description.
You may need to restart the Editor for the change to take effect.
Plugins in Projects
Plugins with code will have a Source folder.
This folder will contain one or more directories with module source code for the Plugin.
Note that, although Plugins often contain code, this is not actually a requirement. See the Code in Plugins section for more information.
Plugins with code will have a Binaries folder that contains compiled code for that Plugin, and temporary build product files will be stored in a separate Intermediate folder under the Plugin's directory.
Plugins can have their own Content folder that contains Asset files specific to that Plugin. See the Content in Plugins section for more information.
Removing the Datasmith Exporter for Archicad
Plugin configuration files should be placed using the same convention as other configuration files:.
Engine plugins: [PluginName]/Config/Base[PluginName].ini.
Game plugins: [PluginName]/Config/Default[PluginName].ini.
Plugins do not support their own Derived Data Cache distribution. In order for Plugins to be found, they must be located in one of the search paths for Plugins, either in your project, or in the Engine itself.
/[UE4 Root]/Engine/Plugins/[Plugin Name]/. /[Project Root]/Plugins/[Plugin Name]/.
You can also organize Plugins into subdirectories under the base Plugins folder. The engine will scan all of your sub-folders under the base Plugins folder for Plugins to load, but it will never scan subdirectories beneath a Plugin that has already been found.
Installing the Datasmith Plugin for Archicad
Unreal Engine finds your Plugin by searching for .uplugin files on disk.
We call these files Plugin Descriptors. They are text files that provide basic information about your Plugin. Plugin Descriptors are discovered and loaded automatically by the Engine, Editor, and UnrealBuildTool (UBT), whenever those programs are run.
Create an Epic Games Account
See the section on Plugin Descriptors to learn about creating and customizing these files.