#do you mean how do you update and push
1 messages · Page 1 of 1 (latest)
Kind of, I guess that is one aspect of it.
For instance say one developer makes a plugin that has a dependency on 2 other plugins. If another person on the team wants to use that plugin is there any depedency helper that will pull things in automatically or manage that?
Similar stuff to what these can do
https://www.sonatype.com/products/sonatype-nexus-repository
https://conan.io/
Centrally manage artifacts and AI models in the world’s most trusted binary repository manager. Your single source of truth to build and ship code fast.
Conan is an open source, decentralized and multi-platform package manager for C and C++ that allows you to create and share all your native binaries.
huh good question... lemme see
There's nothing that automatically does that but you quickly learn to get dependencies when things fail to build. This isn't normally much of a pain point however, most people are working on a plugin in the context of the project, where the dependencies already lie
There is a plugin list in each plugin I think
Aw man thats a shame. My team and I mostly work in plugins and such, and would be great to have something that could automatically pull dependencies of a plugin from a repository of some sort. We have like a bunch of different use cases we need to fulfill, thus the reason something like this would be useful
it won't fetch them but it won't compile
yeah looks like you can have a required plugin list in the uplugin file
Yeah, you could always perhaps build some custom tooling for it, or do some magic with managing git submodules, but as for that last one I'm not sure how you'd manage that.
That doesn't fetch dependencies from source control though
seems to supported already fyi
no but it will at least tell you which other plugins you need
Just compiling will throw enough errors to point that out anyway
My head was around git submodules too, but I imagine my team getting messy with those lol
If you do ever find anything that does what you want, let me know, it's a very common pain point
I think the messaging is clearer with the list
and also you can just include all the necessary submodules with the project
Yeah it's definitely not ideal, nor am I perfectly confident that it would work :P
yeah I was surprised to see Unreal doesn't interface anything for their plugins and package manager.
Could use Unitys Registries but an unreal equivalent
I guess it's possibly because epic historically dislike plugin dependencies, which is why plugins can't support optional dependency, or why fab doesn't let plugins rely on other plugins
Maybe Ill look out of Unreal, the conan.io sits like a level above and just does c++ I think
You move is almost definitely outside of engine imo
Might be worth checking into #plugin-dev and seeing if they know any runic magic that I'm not privy to
Will do, thank you both for your help 🙂