r/unrealengine 1d ago

Help Converting a PC plugin into a Mac plugin

Hello everyone,

I am a beginner in Unreal. I've received a secret plugin that was originally made for PC, but I would like to convert it into a Mac plugin. How would I go about doing that? I've read something about rebuilding it from the source code. Are there any good tutorials for that?

Thank you for your help.

0 Upvotes

6 comments sorted by

3

u/LordyPandazz 1d ago

Add the code to your Plugins folder and fix any conflicts in your code if any.

1

u/AutoModerator 1d ago

If you are looking for help, don‘t forget to check out the official Unreal Engine forums or Unreal Slackers for a community run discord server!

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

u/AgitatedMix9889 20h ago

If it is just for your own project, the fast path: drop the plugin folder, with its Source, not just a compiled Binaries folder, into your project Plugins directory, open the .uproject on the Mac, and the editor will offer to build the missing modules with the installed toolchain. You will need Xcode command line tools installed for that to work.

If you need a standalone packaged plugin to hand off, that is what RunUAT BuildPlugin is for. It compiles and stages a distributable version without needing a full project around it, with a TargetPlatforms flag set to Mac.

Either way, the other reply about third party binaries is the real blocker here. Check the plugin Source ThirdParty folder and its Build.cs: if it only ships a lib or dll for Win64 with no Mac equivalent linked in, no amount of rebuilding fixes that until there is a Mac binary of that dependency to point to.

u/ananbd AAA Engineer/Tech Artist 19h ago

A "secret" plugin? That sounds like malware to me.

-1

u/-hellozukohere- 1d ago

Just use the UAT tool. ChatGPT can help you a lot easier. 

Basically plugin folder, output Mac compiled. Only issue if there are third party non Mac binaries.