70 lines
2.8 KiB
Markdown
70 lines
2.8 KiB
Markdown
# 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.
|