Setting Build Platforms for plugins in Unreal Engine
Setting Build Platforms for plugins in Unreal Engine
To avoid building for platforms that are not needed or won’t compile, add “WhitelistPlatforms” to your .uplugin file like this
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "BasePlugin",
"Description": "",
"Category": "Other",
"CreatedBy": "",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false,
"Modules": [
{
"Name": "BasePlugin",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64" ]
}
]
}
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "BasePlugin",
"Description": "",
"Category": "Other",
"CreatedBy": "",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false,
"Modules": [
{
"Name": "BasePlugin",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64" ]
}
]
}
Note that you can also use "BlacklistPlatforms", which sets tells the system which platforms to leave out instead. However, whitelisting is recommended in most cases.
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