Compatibility
The build-and-test matrix per release, what the plugin requires of your project, the limits that are permanent by design, and where the verification gaps are recorded.
Table of contents
- Engine versions and platforms
- What the plugin requires of your project
- Permanent limits
Engine versions and platforms
| Plugin version | Unreal Engine | Platform |
|---|---|---|
| 0.8.0 | 5.7, 5.8 | Win64 |
| 0.7.1 | 5.7 | Win64 |
| 0.7.0 | 5.7 | Win64 |
| 0.6.0 | 5.7 | Win64 |
| 0.5.0 | 5.7 | Win64 |
| 0.4.0 | 5.7 | Win64 |
| 0.3.1 | 5.7 | Win64 |
| 0.3.0 | 5.7 | Win64 |
| 0.2.0 | 5.7 | Win64 |
| 0.1.0 | 5.7 | Win64 |
Only these combinations have been built and tested. The table records what has been done, not what is expected to work.
Other platforms, and engine versions newer than 5.8, may work: the plugin needs only Core, CoreUObject and Engine, plus the Blueprint-graph modules for its editor module. None of them is verified,
and a problem on any of them is worth reporting. Versions older than 5.7 do not build — see below.
Known not to build
Unreal Engine 5.5 and 5.6 do not compile. The plugin uses engine API that first appeared in
5.7 — the FTickableGameObject constructor that takes a tick type, and EFindObjectFlags. Both
versions were built on Win64 and stop in the editor target, before the game targets are reached.
Earlier engine versions lack the same API, so they do not build either.
Maturity: beta. The descriptor sets IsBetaVersion, and the editor’s Plugins browser shows
the plugin with a Beta label.
What the plugin requires of your project
- A C++ project — see why the plugin has to be compiled with your project.
- Nothing else. No other plugin, no engine plugin beyond what a C++ project already has, no project setting, no
.uprojectentry, no config section.
Permanent limits
By design, not scheduled to change:
- Nothing replicates. No entry knows about the network.
- Game Thread only. Every entry is driven by the world’s tick pass or by the console.
- The console command registry and
Print String Formattedare development-only. The registry’s registration is compiled out of Shipping; the print node is compiled out of Shipping and Test. - The C++ Flow layer is EXPERIMENTAL — the marker is about evidence rather than quality, and what would remove it.