Created
November 24, 2019 17:09
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Renaming a UE4 plugin without breaking stuff. add this to your plugin's Config/DefaultPLUGINNAME.ini
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[/Script/Engine.Engine] | |
[CoreRedirects] | |
+ClassRedirects=(MatchSubstring=True,OldName="/Script/OldPluginRuntime",NewName="/Script/NewPluginRuntime") | |
+EnumRedirects=(MatchSubstring=True,OldName="/Script/OldPluginRuntime",NewName="/Script/NewPluginRuntime") | |
+FunctionRedirects=(MatchSubstring=True,OldName="/Script/OldPluginRuntime",NewName="/Script/NewPluginRuntime") | |
+StructRedirects=(MatchSubstring=True,OldName="/Script/OldPluginRuntime",NewName="/Script/NewPluginRuntime") | |
+ClassRedirects=(MatchSubstring=True,OldName="/OldPlugin",NewName="/NewPlugin") | |
+EnumRedirects=(MatchSubstring=True,OldName="/OldPlugin",NewName="/NewPlugin") | |
+FunctionRedirects=(MatchSubstring=True,OldName="/OldPlugin",NewName="/NewPlugin") | |
+StructRedirects=(MatchSubstring=True,OldName="/OldPlugin",NewName="/NewPlugin") | |
+PackageRedirects=(MatchSubstring=True,OldName="/OldPlugin",NewName="/NewPlugin") |
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Thanks for sharing.
You can also check out the article by the team that faced this problem to develop a demo version of the GLS plugin.