Focused reference · Unreal Engine 5.8

Plugins, SDKs, and target platforms

unreal-packaging-deployment/references/plugins-sdks-platforms.md

Plugins and modules

For each enabled plugin, verify:

  • supported target platforms and architectures;
  • runtime versus editor/developer module type and loading phase;
  • source availability or matching prebuilt binaries;
  • CanContainContent and cook inclusion when content is required;
  • dependencies declared in .uproject, .uplugin, and module rules;
  • third-party libraries staged through RuntimeDependencies;
  • Shipping compile and startup with editor-only code excluded.

Disable unused plugins before the release branch stabilizes, then recook and run the full suite. A plugin that loads in Editor can still lack a target binary, include an editor-only dependency, or omit content.

Platform readiness

Pin the engine-supported SDK, compiler/toolchain, platform extension, architecture, signing identity, entitlements/capabilities, device OS, and store tooling. Validate with the platform's setup checker and restricted documentation. Some platforms require additional SDKs/components; console packaging requires a source engine build according to Epic's public UE 5.8 packaging guide.

Do not publish restricted platform paths, flags, certification rules, or keys into a general skill. Route them to the authorized platform documentation and record only the verified outcome in private CI.