# Required Unreal Plugins

Agrarian should keep plugins boring and intentional. Every enabled plugin must
either be required by compiled code, required by checked-in content, or clearly
limited to editor workflow.

## Current Enabled Plugins

This is the only plugin intentionally enabled in `AgrarianGame.uproject`.

| Plugin | Required For | Runtime Needed | Notes |
| --- | --- | --- | --- |
| `ModelingToolsEditorMode` | Editor-side terrain, mesh, and prototype world-building workflow | No | Keep enabled for developer/editor use. Revisit before shipping if it adds unnecessary packaging overhead. |

## Module Dependencies Tied To Plugins

`Source/AgrarianGame/AgrarianGame.Build.cs` has no current plugin-specific
module dependencies.

The template variant cleanup removed the unused Combat, Platforming, and
SideScrolling starter source/content. That allowed `StateTree`,
`GameplayStateTree`, `StateTreeModule`, and `GameplayStateTreeModule` to be
removed from the baseline.

## Explicitly Not Enabled Yet

These plugins are intentionally not part of the baseline yet:

- `OnlineSubsystemSteam`: enable only when Steam account/session integration is
  ready to implement and test.
- `GameplayAbilities`: decide after the core survival/crafting/combat model is
  better defined. Do not add it just because it may be useful later.
- Marketplace content plugins: add only when the asset is actively used by the
  current build and the repository storage policy has been checked.
- Visual Studio tooling plugins: avoid committing machine-specific editor helper
  plugin references.

## Add Or Remove Plugin Checklist

Before enabling a plugin:

1. Confirm whether it is needed at runtime, editor-only, or only for one-time
   asset authoring.
2. Check the license, redistribution terms, and whether it can be used in
   packaged builds.
3. Run `Scripts/audit_repo_storage.sh` if the plugin brings assets into the
   repository.
4. Update `AgrarianGame.uproject`.
5. Update `Source/AgrarianGame/AgrarianGame.Build.cs` only when code needs the
   plugin's modules.
6. Build `AgrarianGameEditor` after the change.
7. If runtime code or packaged content depends on it, build a packaged client
   and eventually the dedicated server target.
8. Update this document and the roadmap note for the plugin decision.

Before disabling a plugin:

1. Search source, config, Blueprints, maps, and data assets for references.
2. Remove unused module dependencies from `AgrarianGame.Build.cs`.
3. Open the project and fix missing asset/class references.
4. Run the editor build and relevant automation checks.
5. Package a client if runtime content was affected.

## Current Decision

Keep `ModelingToolsEditorMode` enabled for version `0.01` as an editor workflow
plugin.

Do not add additional plugins until a roadmap item requires them.
