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AgrarianGameArchive/Docs/RequiredPlugins.md
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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.