Feature

Your Fab plugin, tested on every engine version.

Fab compiles your plugin from source on every engine version you list, and one broken version can send your submission back. Unreal Cloud builds and tests it on all of them, on every push, so you find out first.

Plugin · MyPluginReady for Fab
UE 5.4 BuildPlugin · tests passed
UE 5.5 BuildPlugin · tests passed
UE 5.6 BuildPlugin · tests passed
UE 5.7 BuildPlugin · tests passed
UE 5.8 BuildPlugin · tests passed
5 engine versions · Win64

Every version, every push

Add a preset for each engine version you support. A change that quietly breaks an older version shows up the same day, not in Fab's review.

It doesn't just compile, it works

Your automation tests run against the packaged plugin on each version, so you know it behaves, not only that it builds.

No host project needed

Connect the plugin repo as it is. Unreal Cloud spots the .uplugin and packages the plugin, no sample project required.

Built by plugin makers

We ship our own Unreal Cloud editor plugin to Fab exactly this way, on every engine version it supports.

Set it up

  1. Connect your plugin's GitHub repo or Perforce depot
  2. Add a preset for each engine version you list on Fab
  3. Turn on automated tests
  4. Push, and check every version passes before you submit
Full setup guide

Questions

Which platform do plugin builds run on?

Windows (Win64).

Can I upload the build to Fab directly?

Not as is. Fab compiles plugins from source, so the zip you upload shouldn't contain built files. The docs show how to prepare it.

Can I keep a sample project in the same repo?

Not yet. A repo with a .uproject builds that project as a game, so keep the sample project in its own repo.

All features

Get started · No contract

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