ue-plugins-and-modules

Create and structure Unreal Engine plugins with .uplugin descriptors, module types, and loading phases.

55|5|Updated Mar 26, 2026
One-click install
npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-plugins-and-modules-kevinpbuckley
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-plugins-and-modules
Source: https://github.com/kevinpbuckley/unreal-engine-skills/tree/main/skills/core/ue-plugins-and-modules
Command: npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-plugins-and-modules-kevinpbuckley

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Building reusable Unreal Engine features requires correctly wiring .uplugin descriptors, module types, loading phases, and C++ module registration, and mistakes cause plugins that fail to load, content that won't mount, or packaging errors. ## Core Features & Use Cases - Plugin Descriptor Authoring: Write correct .uplugin JSON covering FileVersion, Modules, Plugins dependencies, CanContainContent, and EnabledByDefault, grounded in FPluginDescriptor. - Module Configuration: Choose the right EHostType (Runtime, Editor, UncookedOnly, ServerOnly) and ELoadingPhase for each module, and wire IMPLEMENT_MODULE with StartupModule/ShutdownModule. - Runtime Plugin Queries: Use IPluginManager and IPlugin to find, enable, and mount plugins, including explicit-load plugins via MountExplicitlyLoadedPlugin. - Use Case: You want to ship an editor tool as a reusable plugin. This Skill guides you to create a Runtime module plus an Editor module, declare the dependency on EnhancedInput, set CanContainContent for bundled assets, and package it for distribution. ## Quick Start Create a new Unreal Engine plugin called MyFeature with a runtime module, an editor module, and content support, then enable it in my project.

Frequently Asked Questions about ue-plugins-and-modules

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a plugin in Unreal Engine 5?

Create a folder under Plugins/ containing a .uplugin descriptor with FileVersion 3 and a Modules array, plus a Source/ directory with one .Build.cs per module. Each module needs exactly one IMPLEMENT_MODULE call in a .cpp file to register with FModuleManager.

When should I use a plugin vs a project module in Unreal?

Use a plugin when the feature is reusable across projects, optional, or an editor tool shipped separately. Project modules compile into one game and cannot travel; plugins drop into any project's Plugins/ folder and can bundle content with CanContainContent.

Why is my Unreal plugin content not mounting?

Plugin content fails to mount when CanContainContent is not set to true in the .uplugin or assets are not placed under the plugin's Content/ folder. Verify at runtime with IPlugin::IsMounted() and reference assets under the /PluginName/ virtual path.

What LoadingPhase should I use for an Unreal plugin module?

Use Default for nearly all gameplay and plugin code. Use PreDefault when other Default-phase modules depend on your types, PostEngineInit when you need all subsystems available, and None for modules loaded on demand via FModuleManager.

How do I load an explicit-load plugin at runtime in Unreal?

Plugins with ExplicitlyLoaded set to true do not load automatically at startup. Call IPluginManager::Get().MountExplicitlyLoadedPlugin with the plugin name and a maximum loading phase, then unmount with UnmountExplicitlyLoadedPlugin when finished.

Why does my Unreal plugin fail to package for distribution?

Common causes are editor-only code in a Runtime-typed module, missing plugin dependencies in the .uplugin Plugins array, or config files that are not automatically packaged. Set editor modules to Type Editor and copy plugin ini files to the project's Config/ folder.