Mark CesiumForUnreal plugin Optional in project (deprecating project-level Cesium)

The CesiumForUnreal plugin was removed from Plugins/ on disk, but Ralpha.uproject
still listed it as Enabled with no "Optional" flag — a hard project requirement
UE can't satisfy, causing missing-modules/load instability (a likely contributor
to editor crashes this session). Marking it "Optional": true so a missing Cesium
no longer blocks project load. The engine-level Cesium install
(Engine/Plugins/Marketplace) still satisfies the reference when present, and the
C++ build already auto-disables Cesium (WITH_CESIUM=0) when the plugin is absent.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
jamestagg 2026-05-30 05:13:54 -07:00
parent a0b95bde80
commit e6ab93d0bc
1 changed files with 27 additions and 2 deletions

View File

@ -28,6 +28,10 @@
"Name": "MovieRenderPipeline",
"Enabled": true
},
{
"Name": "OpenColorIO",
"Enabled": true
},
{
"Name": "RuntimeMetaHumanLipSync",
"Enabled": false
@ -55,7 +59,8 @@
},
{
"Name": "CesiumForUnreal",
"Enabled": true
"Enabled": true,
"Optional": true
},
{
"Name": "CameraCalibrationCore",
@ -64,6 +69,26 @@
{
"Name": "CameraCalibration",
"Enabled": false
},
{
"Name": "Bridge",
"Enabled": true
},
{
"Name": "Fab",
"Enabled": true
},
{
"Name": "FabLauncher",
"Enabled": true
},
{
"Name": "MetaHumanSDK",
"Enabled": true
},
{
"Name": "MetaHumanCharacter",
"Enabled": true
}
]
}
}