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Use With Other Plugins

MooaToon modifies parts of the Unreal Engine source code. As a result, third‑party C++ plugins may cause installation errors or runtime crashes. This page explains how to handle common plugin compatibility issues.

Unreal Engine plugin types:

  • Blueprint Plugins: No C++ code. They do not require compilation and can usually be installed without issues.
  • C++ Plugins: Contain C++ code and must be compiled before use and after modification. Compilation outputs are stored in the Binaries and Intermediate folders. These plugins may need to be installed and compiled against the MooaToon Source engine.
  • Binary Plugins: Precompiled, often closed‑source C++ plugins distributed with their compiled outputs (Binaries and Intermediate). They cannot be modified. Because they are typically built for the official UE engine, installing them directly into MooaToon can produce compatibility errors.

Plugin installation locations:

  • Engine directory: MooaToon\MooaToon-Engine(-Precompiled)\Engine\Plugins
    • Plugins here are compiled with the engine and are available across projects. They can be enabled by default.
  • Project directory: MooaToon\MooaToon-Project(-Precompiled)\Plugins
    • Plugins here are compiled per-project when enabled. If you move them between projects, you may need to reinstall or recompile.
  • Project Content directory: MooaToon\MooaToon-Project(-Precompiled)\Content
    • Some Blueprint-only plugins or asset‑only plugins are installed directly into Content. These require only the correct installation path.

Install C++ Plugins

Please try to install the plugin normally first, then start the project to recompile the plugin.

If there is a compilation error, you need to install the source version of the engine, and then install the plugin to one of the two directories:

- Install to the Engine Directory

  1. Install the plugin to the engine directory 
  2. Run MooaToon\MooaToon-Engine\GenerateProjectFiles.bat
  3. Recompile the engine, may need to resolve errors 
  4. Start the project 

- Install to the project directory

  1. Install the plugin to the project directory 
  2. Start the project to recompile the plugin 

If there is a compilation error: 

  1. Convert the project to a C++ project 
  2. Use an IDE to open the project .sln file to resolve errors 
  3. Recompile and start the project

Install Binary Plugins 

Binary plugins use precompiled DLLs, the engine will check the DLL compatibility with the engine using BuildId at startup, if BuildId is incompatible, an error will occur.

Therefore, it is necessary to modify BuildId to skip the check:

caution

Although skipping the BuildId check allows you to use the plugin, if the engine components referenced by the plugin have been modified by MooaToon, it may cause crashes! So remember to save in time.

- Install to the Engine Directory

  1. Install the binary plugin to the engine directory 

  2. Open MooaToon\MooaToon-Engine\Engine\Plugins\MooaToonScripts\Binaries\Win64\UnrealEditor.modules with a text editor

  3. Copy the BuildId, for example: 91f79c3d-aa70-4c80-8f55-ae4616e6d70e

  4. Find and open the plugin's UnrealEditor.modules file, for example: MooaToon\MooaToon-Engine\Engine\Plugins\XXXXXX\Binaries\Win64\UnrealEditor.modules

  5. Paste the BuildId value into the plugin's .modules file and save it.

  6. Run MooaToon\MooaToon-Engine\GenerateProjectFiles.bat

  7. Recompile the engine.

  8. Start the project.

- Install to the Project Directory

  1. Install the binary plugin to the project directory 

  2. Open MooaToon\MooaToon-Engine\Engine\Plugins\MooaToonScripts\Binaries\Win64\UnrealEditor.modules with a text editor

  3. Copy the BuildId from the engine's .modules file (example: 91f79c3d-aa70-4c80-8f55-ae4616e6d70e).

  4. Open the plugin's UnrealEditor.modules file in your project plugin directory, for example: MooaToon\MooaToon-Project\Plugins\XXXXXX\Binaries\Win64\UnrealEditor.modules

  5. Paste the BuildId and save the file.

  6. Start the project.

caution

Currently, when installing the binary plugin to the project directory, BuildId will not be updated automatically; you need to manually synchronize BuildId after each engine compilation.