Packaging
Requirements
- Use the
YShadeHandDrawnpackage matching the project's Unreal Engine version. - Enable
YShadeHandDrawnin 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
Shadersdirectory 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:
- Confirm the plugin is enabled in the
.uprojectfile. - Install Visual Studio's C++ game-development workload and the Windows SDK supported by the engine.
- Set Project Settings > Packaging > Build to If project has code or Always.
- 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.
