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How to reliably test code plugins before submitting?

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Hello UE Devs,

I’m facing very weird issues with my first code plugin released. It looks like the plugin behaves differently depending on how I add it to the project:

  • Adding by UE Marketplace (and EG Launcher) - my plugin doesn’t work at all (although it passed all UE test and it’s released), some ptrs are null, even though I set them correctly
  • Building by command provided in https://www.unrealengine.com/en-US/marketplace-guidelines#263b and replacing it in the Engine makes it works better, but still some issues are present
  • If I just copy it from Engine/Plugins/Marketplace into the project - the plugin works as expected
  • Adding the plugin to project and building locally works as expected

I don’t provide any errors as they are specific to my code, but I’m wondering how I could reliably test the plugin, so I don’t need to do fake releases to see the result.

Also size of dll in Binaries is slightly different when plugin is added to the engine by Epic Launcher - like it’s built differently.

If it helps, my plugin uses an UGameInstanceSubsystem and some FRunnable threads, if it matters.

Thank you very much for all the hints as I really didn’t expect such issues.

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