Drop editor-cosmetic plugins from the project requirements - #15
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ElectronicNodes and DarkerNodes are Blueprint-editor appearance plugins: one changes how wires are drawn, the other restyles the editor UI. Neither contributes any runtime or build functionality. Both were listed with "Enabled": true, which Unreal treats as required, so a clone on a machine without them fails before compiling anything: Unable to find plugin 'ElectronicNodes' (referenced via ProjectMobius.uproject). Install it and try again, or remove it from the required plugin list. Editor appearance is a per-developer preference and belongs in each developer's engine-level plugin settings rather than in the shared project file, so remove both entries. Anyone who wants them can enable them locally without affecting other contributors. If they should stay discoverable in the project instead, the entries can be restored with "Optional": true, which makes Unreal silently skip a plugin that is not installed.
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Pull request overview
Removes two editor-cosmetic Marketplace plugins from ProjectMobius.uproject so fresh clones can configure/build without requiring per-developer Unreal Editor UI/Blueprint appearance plugins to be installed.
Changes:
- Dropped
ElectronicNodesfrom the project’s required plugin list. - Dropped
DarkerNodesfrom the project’s required plugin list.
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this is already resolved in current main branch and the fix has been superseded |
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A fresh clone cannot be built on a machine that does not already have two Marketplace plugins installed. UnrealBuildTool stops before compiling anything:
Removing that one, the next run fails identically on
DarkerNodes.Why these two are different from the other 20
ElectronicNodeschanges how Blueprint wires are drawn;DarkerNodesrestyles the editor UI. They are Blueprint-graph appearance plugins — no runtime code, no build step, nothing the project depends on. Every other entry in the plugin list (Mass*, Datasmith*, OpenCV, Hdf5DataPlugin, …) is load-bearing.They are also the only two plugins in the project that are undocumented: no mention in
README.md, and no entry inASSET_LICENSES.md, even though the project otherwise tracks the licensing of everything it depends on.Listing them with
"Enabled": truemakes them required, so a per-developer editor preference has become a hard build dependency for every contributor.Change
Remove both entries. Editor appearance belongs in each developer's engine-level plugin settings (Edit → Plugins, which persists per engine install, not per project), so anyone who wants them can keep using them with no effect on anyone else.
Alternative, if you would rather keep them visible in the project
FPluginReferenceDescriptorsupports an optional flag —Engine/Source/Runtime/Projects/Public/PluginReferenceDescriptor.h:So the entries could instead be restored as:
{ "Name": "ElectronicNodes", "Enabled": true, "Optional": true, "MarketplaceURL": "..." }That keeps them enabled for developers who have them and silently skips them for everyone else. Happy to switch this PR to that form if you prefer — I went with removal because these are personal editor preferences rather than project configuration.
Verification
With both entries removed,
ProjectMobiusEditor Mac Developmentconfigures and builds from a clean clone with no Marketplace plugins installed. No source, content, or Blueprint changes — the removed plugins have no assets or code referencing them.