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Packaging

Requirements

  • Use the YShadeHandDrawn package matching the project's Unreal Engine version.
  • Enable YShadeHandDrawn 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 intact.
  • Use Deferred Shading and Shader Model 5 or newer.

The plugin has a Runtime module and an Editor-only Project Settings module. Shipping targets compile the Runtime module and exclude the Editor module.

Blueprint-only projects

The project still needs native compilation because this is a source-code plugin. If packaging reports that YShadeHandDrawn cannot be found:

  1. Confirm the plugin is enabled in the .uproject file.
  2. Install Visual Studio's C++ game-development workload and the Windows SDK supported by the engine.
  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.

Release validation

Test Development and Shipping builds on target Windows hardware. Verify opaque meshes, skeletal characters, landscapes, camera motion, temporal anti-aliasing or upscaling, multiple gameplay resolutions, ink distance fading, and both screen- and world-space stroke patterns.