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Packaging

Requirements

  • Use the YShade package matching the project's Unreal Engine version.
  • Enable YShade in the project before packaging.
  • Install the C++ compiler and Windows SDK supported by that Unreal Engine version, even for a Blueprint-only project.
  • Keep the plugin's Shaders directory inside the plugin folder.
  • Use Deferred Shading and Shader Model 5 or newer for Cel / Halftone.

The plugin contains a Runtime module, an Editor-only settings module, and global shaders. The Editor module is excluded automatically from game targets.

Blueprint-only projects

A source-code plugin still needs native compilation. If packaging reports that the YShade module cannot be found:

  1. Confirm YShade is enabled in the .uproject file.
  2. Install the required Visual Studio C++ workloads and Windows SDK.
  3. Set Project Settings > Packaging > Build to If project has code or Always.
  4. Delete the failed staged output, then package again.

Do not place generated Binaries, Intermediate, Saved, or cache folders into a Fab source submission. Unreal creates those locally when it compiles the plugin.

Release validation

Test Development and Shipping builds on target Windows hardware. Exercise Custom Stencil patterns, outlines, moving objects, temporal anti-aliasing or upscaling, dynamic resolution, and final-screen dithering at every supported gameplay resolution.