Plugin Build Tool
A user-friendly application designed to streamline the process of building Unreal Engine plugins. With an intuitive interface, it allows users to easily select the Unreal Engine directory, the plugin’s .uplugin file, and the output destination.
#How to build?
#This code need to be compiled externally, on any other IDE, like VSCode, need to install python on your computer.
#Python: https://www.python.org/downloads/
#VSCode: https://code.visualstudio.com/download
#To run the script, run this inside of your IDE on VSCode the shortcut is CTRL + `: python main.py (or the name of your file.py)
#To build an .exe file, you need to install library
#Run this command on the terminal inside the folder where the file is
# - pip install pyinstaller 
# - pyinstaller --onefile --windowed main.py
#When execulte the .exe file will popup a windows terminal window, DO NOT CLOSE!, the application will parse all the #text from this window to the log of the application.
import subprocess
import tkinter as tk
from tkinter import scrolledtext, filedialog
import threading
import json
import os
import winsound  # Native Windows library for playing sounds
# Function to load saved directory paths
def load_paths():
    if os.path.exists("paths.json"):
        with open("paths.json", "r") as f:
            paths = json.load(f)
        return paths
    return {"engine": "", "plugin": "", "destination": ""}
# Function to save directory paths to a JSON file
def save_paths():
    paths = {
        "engine": engine_path.get(),
        "plugin": plugin_path.get(),
        "destination": destination_path.get()
    }
    with open("paths.json", "w") as f:
        json.dump(paths, f)
# Function to open directory selection dialog
def select_directory(entry_var):
    directory = filedialog.askdirectory()
    if directory:
        entry_var.set(directory)
        save_paths()
# Function to open file selection dialog for a .uplugin file
def select_plugin_file():
    plugin_file = filedialog.askopenfilename(
        filetypes=[("Unreal Plugin Files", "*.uplugin")],
        title="Select the .uplugin file"
    )
    if plugin_file:
        plugin_path.set(plugin_file)
        save_paths()
# Function to play a sound at the end of the build
def play_sound(file):
    try:
        winsound.PlaySound(file, winsound.SND_FILENAME)
    except Exception as e:
        update_log(f"Error playing sound: {e}\n", error=True)
# Function to execute the build
def run_build():
    command = [
        os.path.join(engine_path.get(), "Engine", "Build", "BatchFiles", "RunUAT.bat"),
        "BuildPlugin",
        f"-Plugin={plugin_path.get()}",
        f"-Package={destination_path.get()}",
        "-Rocket",
        "-VS2022"
    ]
    process = subprocess.Popen(command, stdout=subprocess.PIPE, stderr=subprocess.PIPE, text=True)
    log_text.delete(1.0, tk.END)  # Clear the log before starting
    success = False
    for line in iter(process.stdout.readline, ''):
        update_log(line)
        if "Build succeeded" in line:
            success = True
    for line in iter(process.stderr.readline, ''):
        update_log(line, error=True)
        if "error" in line.lower():
            success = False
    process.stdout.close()
    process.stderr.close()
    process.wait()
    # Play sound based on success or failure
    if success:
        play_sound("success.wav")
    else:
        play_sound("fail.wav")
# Function to update the log in the UI
def update_log(line, error=False):
    if error:
        log_text.insert(tk.END, line, "error")
    else:
        log_text.insert(tk.END, line, "success")
    
    log_text.yview(tk.END)  # Auto-scroll to the end
# Function to start the build in a separate thread
def start_build():
    threading.Thread(target=run_build, daemon=True).start()
# Creating the UI
root = tk.Tk()
root.title("Unreal Plugin Build Tool")
root.geometry("800x600")  # Set an initial window size
# Configure responsive layout
root.grid_rowconfigure(1, weight=1)  # Expands the log area
root.grid_columnconfigure(0, weight=1)  # Makes the log area take up the full width
# Load saved directory paths
paths = load_paths()
# Variables to store the directories
engine_path = tk.StringVar(value=paths["engine"])
plugin_path = tk.StringVar(value=paths["plugin"])
destination_path = tk.StringVar(value=paths["destination"])
# Upper frame for input fields
frame = tk.Frame(root)
frame.grid(row=0, column=0, sticky="ew", padx=10, pady=10)
frame.grid_columnconfigure(1, weight=1)  # Allows input fields to expand
# Field to select the engine directory
tk.Label(frame, text="Engine Path:").grid(row=0, column=0, padx=5, pady=5, sticky="w")
tk.Entry(frame, textvariable=engine_path, width=60).grid(row=0, column=1, padx=5, pady=5, sticky="ew")
tk.Button(frame, text="Select...", command=lambda: select_directory(engine_path)).grid(row=0, column=2, padx=5, pady=5)
# Field to select the plugin's .uplugin file
tk.Label(frame, text="Plugin Path (.uplugin):").grid(row=1, column=0, padx=5, pady=5, sticky="w")
tk.Entry(frame, textvariable=plugin_path, width=60).grid(row=1, column=1, padx=5, pady=5, sticky="ew")
tk.Button(frame, text="Select .uplugin", command=select_plugin_file).grid(row=1, column=2, padx=5, pady=5)
# Field to select the destination directory
tk.Label(frame, text="Destination Path:").grid(row=2, column=0, padx=5, pady=5, sticky="w")
tk.Entry(frame, textvariable=destination_path, width=60).grid(row=2, column=1, padx=5, pady=5, sticky="ew")
tk.Button(frame, text="Select...", command=lambda: select_directory(destination_path)).grid(row=2, column=2, padx=5, pady=5)
# Scrollbox to display the log (NOW RESPONSIVE!)
log_text = scrolledtext.ScrolledText(root, wrap=tk.WORD)
log_text.grid(row=1, column=0, sticky="nsew", padx=10, pady=10)
# Configure tags to highlight messages
log_text.tag_configure("error", foreground="red")
log_text.tag_configure("success", foreground="green")
# Button to start the build (Adjustable)
build_button = tk.Button(root, text="Start Build", command=start_build)
build_button.grid(row=2, column=0, pady=10, sticky="ew", padx=10)
# Makes the button occupy the full width when the window is resized
root.grid_rowconfigure(2, weight=0)  # Keeps the button fixed at the bottom
# Start the UI
root.mainloop()
Created: 6/30/2025
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