2.8 KiB
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:
- Confirm whether it is needed at runtime, editor-only, or only for one-time asset authoring.
- Check the license, redistribution terms, and whether it can be used in packaged builds.
- Run
Scripts/audit_repo_storage.shif the plugin brings assets into the repository. - Update
AgrarianGame.uproject. - Update
Source/AgrarianGame/AgrarianGame.Build.csonly when code needs the plugin's modules. - Build
AgrarianGameEditorafter the change. - If runtime code or packaged content depends on it, build a packaged client and eventually the dedicated server target.
- Update this document and the roadmap note for the plugin decision.
Before disabling a plugin:
- Search source, config, Blueprints, maps, and data assets for references.
- Remove unused module dependencies from
AgrarianGame.Build.cs. - Open the project and fix missing asset/class references.
- Run the editor build and relevant automation checks.
- 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.