Plugin module loading
You can configure the module within your uplugin file as "LoadingPhase": "None", which will prevent it from loading at startup even if the plugin itself is enabled.
Then call FModuleManager::LoadModule in your code to load it by name when you need it.
Reference From https://forums.unrealengine.com/development-discussion/c-gameplay-programming/87848-plug-in-versus-modules
Last update:
2023-03-05
Created: 2019-04-24
Created: 2019-04-24