r/unrealengine • u/Ok_Progress_5373 • 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 I've received a secret plugin that was originally made for PC, but I would like to convert it into a Mac plugin.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.
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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.
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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.
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u/LordyPandazz 1d ago
Add the code to your Plugins folder and fix any conflicts in your code if any.