---
title: Plugins
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/plugins-in-unreal-engine
version: Unreal Engine 5.8 Documentation
fetched: 2026-10-11
note: 原文摘录（英文），供 wiki 引用；非全文
---

# Plugins

- Plugins are collections of code and data that developers can easily enable or disable within the Editor on a per-project basis ... add runtime gameplay functionality, modify engine features, new file types, extend the editor.
- Plugins with code have Source (one or more module directories), Binaries, Intermediate; may have Content (requires "CanContainContent": true) and Config (`Base[PluginName].ini` for engine plugins, `Default[PluginName].ini` for game plugins).
- Search paths: Engine `/Engine/Plugins/[Name]/`; Game `[Project]/Plugins/[Name]/`. Subdirectories scanned, but never beneath a found plugin.
- `.uplugin` = Plugin Descriptor (JSON), discovered by Engine, Editor and UBT. "FileVersion" is the only required field (currently 3).
- Plugins can declare reflected types; build system generates code.
- Dependencies: projects enable plugins in .uproject; plugins enable other plugins in .uplugin. Plugins and Modules can only depend on others at the same level or higher (a Project Module can depend on an Engine Module, not vice versa).
- Plugins without Source are ignored by the project generator but still loaded if binaries exist. Plugin config files are not packaged with projects at present.
- Module descriptors require "Name" and "Type". Types: Runtime, RuntimeNoCommandlet, Developer, Editor, EditorNoCommandlet, Program. Runtime loads in all cases incl. shipped games; Developer only in development runtime or Editor builds, never shipping; Editor only when editor starts.
- Icon: Resources/Icon128.png (128x128).
