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Use With Other Plugins

If you need to use other plugins simultaneously, you may encounter some installation issues. This article will explain how to resolve the installation problems of other plugins.

UE plugins are divided into: 

  • Blueprint Plugins: Do not contain C++ code, do not need to be compiled, can be installed normally.

  • C++ Plugins: Contain C++ code, must be compiled before use and after modification. The compilation results are stored in the Binaries and Intermediate folders. It may be necessary to install and compile in the MooaToon source version.

  • Binary Plugins: Usually precompiled closed-source C++ plugins, released together with the compilation results (Binaries and Intermediate folders), cannot be modified. Since they are generally compiled for the official UE version, installing them directly in MooaToon will result in an error.

Installation directory for UE plugins: 

  • Engine directory: MooaToon\MooaToon-Engine(-Precompiled)\Engine\Plugins, plugins installed here are compiled with the engine, can be used across different projects, and can be enabled by default.

  • Project directory: MooaToon\MooaToon-Project(-Precompiled)\Plugins, plugins installed here are only compiled when enabled, and must be reinstalled when used across different projects.

  • Project content directory: MooaToon\MooaToon-Project(-Precompiled)\Content, some blueprint plugins or plugins that only contain art assets will be directly installed in the content directory. These plugins are relatively simple and only need to ensure the installation directory is correct.

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 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 BuildId and save

  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 BuildId, for example 91f79c3d-aa70-4c80-8f55-ae4616e6d70e

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

  5. Paste BuildId and save

  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.