Skip to content

Drop editor-cosmetic plugins from the project requirements - #15

Closed
chraibi wants to merge 1 commit into
sir306:mainfrom
PedestrianDynamics:remove-editor-cosmetic-plugins
Closed

Drop editor-cosmetic plugins from the project requirements#15
chraibi wants to merge 1 commit into
sir306:mainfrom
PedestrianDynamics:remove-editor-cosmetic-plugins

Conversation

@chraibi

@chraibi chraibi commented Aug 11, 2026

Copy link
Copy Markdown
Collaborator

A fresh clone cannot be built on a machine that does not already have two Marketplace plugins installed. UnrealBuildTool stops 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.

Removing that one, the next run fails identically on DarkerNodes.

Why these two are different from the other 20

ElectronicNodes changes how Blueprint wires are drawn; DarkerNodes restyles 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 in ASSET_LICENSES.md, even though the project otherwise tracks the licensing of everything it depends on.

Listing them with "Enabled": true makes 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

FPluginReferenceDescriptor supports an optional flag — Engine/Source/Runtime/Projects/Public/PluginReferenceDescriptor.h:

/** Whether this plugin is optional, and the game should silently ignore it not being present */
bool bOptional;

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 Development configures 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.

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.
Copilot AI lite review requested due to automatic review settings August 11, 2026 09:27

Copilot AI left a comment

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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 ElectronicNodes from the project’s required plugin list.
  • Dropped DarkerNodes from the project’s required plugin list.

💡 Add a code-review agent skill or configure MCP servers for context-aware, tailored reviews. Learn more in the docs.

@sir306

sir306 commented Aug 13, 2026

Copy link
Copy Markdown
Owner

this is already resolved in current main branch and the fix has been superseded

@sir306 sir306 closed this Aug 13, 2026
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants