LogoLogo
What's new?StatusMSquared
  • Morpheus Platform Documentation
  • What is Morpheus Platform?
    • Glossary
    • Interoperability
    • Support
    • EULA
  • Firewall Problems
  • CREATION
    • Unreal Development
      • Get Started
        • Download the Editor
        • Upload Content
        • Creating your Own Map
        • Morpheus Base Project
        • Differences from Unreal
          • Character Configuration
        • Morpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • Editor Versions
      • Performance Guarantees
      • Features & Guides
        • Example Plugin
          • Nameplates
          • In-Game Roles
          • Resizing
        • Actor Pooling
        • Audio
        • Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT Collection
          • Capsules and Mesh Transforms
        • Bots
        • Chat
          • Unreal Text Chat
        • Control Panels
          • Control Panel Configuration
          • DJ Booth Mission Control
          • Observer Controls
        • Crowd Audio
          • CrowdAudioComponent advanced configuration
        • Crowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • Helpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics Settings
          • Listening to Inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • Loading Screen
        • Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • MML
        • Motion Capture
        • Networking
        • Notifications
        • Raycastable Crowd
        • Singletons
        • Streaming & Multiplatform
          • GFN on Mobile
        • UI
          • "UI Mode"
        • User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • Video Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • Visual Debugging
          • Inspector
        • Web UI
        • Online Services
          • KV Store Service
        • Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • World Travel
          • World Travel in the Editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • Workflows
        • Upgrade the Editor
        • Editing Project Settings
        • Profiling
        • Marketplace Importing
        • Extra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • Best Practices
    • Worlds
      • Invite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • Running Events
      • Large Scale Events - Checklist
      • Anti-Cheat (EAC)
      • Player Entry
        • React Native
        • Steam
        • Hardware Requirements
      • Broadcast
        • OBS Integration
      • Failover
      • Capacity and Queue Management
  • ADMINS
    • Access Control
      • Add Metaverse Contributors
      • Create a New Project
    • Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • Settings
      • Projects
  • APIs and Tooling
    • API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • Template Web App
      • Moderation
    • Pixel Streaming
    • Launcher
  • Dashboard
    • Assets
      • Assets Versions
      • Engine Plugins
      • Project Plugins
      • Templates
    • Releases
  • Integrations
    • Analytics
      • Send Events from Web
      • Send Events from Unreal
    • Chat
      • Integrate Pubnub with your Unreal Project
      • Add Moderation to Chat
Powered by GitBook
On this page

Was this helpful?

  1. Dashboard
  2. Assets

Engine Plugins

PreviousAssets VersionsNextProject Plugins

Last updated 3 days ago

Was this helpful?

Engine plugins are a core concept in Releases. When a Release is created, it must define an Engine Plugin to be bundled with an MSquared editor. The Engine Plugin is then installed directly into the engine when a new Release is installed or upgraded.

Guides

Create a new Engine Plugin Assets

Engine plugins are uploaded as part of the when they are detected as dependencies of the templates.

To create a new Engine Plugin, follow the template upload process and place engine content within a project plugin of your uproject.

This guide will follow the template upload process and outline the additional steps required to upload an engine plugin.

  1. Follow the until you reach step 4.

  2. Create a new M2 Library (content-only plugin).

  3. Transfer some of the content from your Template folder into the new Engine plugin content folder.

  4. Resume Step 4 from the .

  5. You will now see both a Template Assets and an Engine Plugin Assets in the dashboard.

Upload a new Engine Plugin Assets Version

To upload a new Engine Plugin Assets Version, follow the same process used to Create a new Engine Pluign Assets.

Consume an Engine Plugin Assets

Engine Plugins are consumed via the Releases page

Template upload process
Template upload process
Template upload process