
In our case we want to remove the source. You would normally distribute this entire folder to users. The OutputDir will contain the source code, binaries, intermediate files and any extra required content your plugin needs to run. Where UE4Dir is the directory where UE4 is installed and OutputDir is the name of the directory you want the resulting build to be placed. UE4Dir\Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Rocket -Plugin= Plugin.uplugin -TargetPlatforms=Win64 -Package= OutputDir This can be done using the UnrealBuildTool with the following command: The first stage is to build the plugin for distribution in the normal manner. It took a bit of trial and error figuring out how to get this to work, so in this post I will outline the process we have settled on after several iterations.

Fortunately, it is possible, though non-obvious, to create a binary only plugin that people can use without the source code.

However this can often be undesirable, as for example, in our case where we want to offer an evaluation version of Mercuna for people to try out but don’t want to make our full source publicly available.

Unreal Engine 4 has been engineered with the assumption that code plugins will include their full source code when distributed.
