Long time ago I wrote an article about adding a multiplatform runtime module to the Unreal Engine 4. This day that article would be complately out of date. UE4 changed and the way the new stuff can be added to it changed too. First of all, I want to be clear – this article will not cover 100% of the topic, because it’s simply too broad. This is rather a quick start into writing your own plugins, getting know the basics. This article will cover the following topics: Creating a plugin Building a plugin Making a plugin that works differently, depending on the platform Using the plugin from C++ Using the plugin from Blueprints Creating a plugin settings editable from the Editor Calling asynchronous functions from Blueprints When writing this article I was using the Unreal Engine 4.18.1. For the lazy ones – here’s the github source code version. So, with all of this in mind – let’s start!