- Published on
 
Unreal Plugin Development: Three Approaches and My Choice
- Authors
 
- Name
 - Beni
 - Tech Lead
 
Hello, this is Beni, Tech Lead at REALDRAW. In this post, I’d like to share my experience developing Unreal Engine plugins and the reasoning behind my final choice.
There are three main approaches to creating plugins in Unreal Engine:
- C++ development
 - Blueprint
 - Python
 
C++ – Powerful but High-Barrier Option
At first, I chose C++. Developing in C++ gives access to nearly all Unreal resources and systems, making it the most powerful option in terms of capability. However, it also comes with a complex setup process and a steep learning curve.
A major drawback was that if plugin users lacked development knowledge, setup and usage were far from easy. In the end, we concluded: “C++ can do everything—but it’s not accessible.”
Blueprint – Visual but Limited in Flexibility
The second method was Blueprint. Blueprints are visually intuitive and easy to use, but they weren’t suitable for the kind of plugin I wanted to create.
Naturally, my attention turned to the third option — Python.
Python – Fast and Simple Unreal Automation
Python, being a scripting language, doesn’t require compilation. You can simply upload a file and run it immediately — a huge advantage for quick iteration. It’s especially well-suited for automating repetitive editor tasks.
However, Unreal’s Python API only works within the Editor environment, not in runtime (game mode) — a limitation to be aware of.
My First Script
To become familiar with the Unreal Python API, I created a custom script that detects objects in existing projects where static meshes are missing or materials are set to the default value.
Although Unreal’s documentation was far from user-friendly and the process involved a lot of trial and error, I eventually achieved the desired functionality. Through this experience, I was able to gain a hands-on understanding of the Unreal Python API’s structure and behavior.
Completing the Plugin — and Growing Through the Process
Building on that experience, I was finally able to successfully complete my first full plugin — the one I had initially envisioned.
The process wasn’t just about implementing functionality; it also helped me gain a much deeper understanding of Unreal Engine’s internal structure and operation.
Ultimately, what mattered most was choosing the right tool for the right goal. This experience allowed me to grow from simply using Unreal Engine to truly extending and improving it.
Below are links to some of the plugins I’ve developed. I hope they provide some inspiration or practical guidance for those interested in creating their own Unreal Engine plugins.