Using Plugins to Share Code Among Several UE4 Projects
summary
Cyanide packages shared game code and assets into a single CyaTools plugin that holds both runtime and editor modules so multiple UE4 projects reuse the same systems instead of copy‑pasting ShooterGame. The plugin supplies a Mission Flow System (level‑placed nodes, markers, debug commands), a Dialogue System (JSON import, lip sync, callbacks), a Blueprint‑driven save/load, static delegate interfaces for loose coupling, a body‑part mesh merger, 3D navigation aids and auto NavLink generation, and a custom game template for quick prototypes.
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chapters (13)
- 0:00Introduction to Cyanide
- 1:09Game production pipeline
- 3:08Improving the old workflow
- 4:40Introduction to plugins
- 7:17Creating the cyanide plugin
- 9:24Plugin features and template
- 12:18Mission and dialogue tools
- 14:54Shared components and features
- 17:10Technical architecture
- 19:06Mission flow deep dive
- 20:52Workflow demonstration
- 25:12Persistence and styling
- 26:38Future developments
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