3rd party plugin dev and target project integration

Hey fam,

I’m looking for a best practice here. I just completed testing of my FMOD effect plugin by deploying a test UE5 project on Windows, Mac, Android, and iOS. Implementing 3rd party library files into the FMOD Studio plugin binaries is quite involved (including a custom handler class for iOS). What is the best practice for 3rd party plugin devs trying to reduce friction for clients/customers? Are people creating integration scripts? Just relying on docs? Offering custom implementation services? Tiering it out by platform to simplify desktop vs. mobile?

Thanks all!

Most thirdparty plugin devs just rely on docs for setup (Resonance Audio, Steam Audio). Setup scripts are certainly less friction for the end user (atmoky is a good example of this), and you can take it further by shipping pre-made callback handlers for static platforms, and an APL file for Android.

I’m not aware of any cases where a plugin developer offers custom implementation services, and since the advent of talking sand I don’t think people tend to get as stuck with the plugin loading requirements as they used to.
In any case, I think a combination of good docs and helper scripts to put everything in the right directories would be best practice for UE.

Thanks Jeff, I appreciate the insight! Your recommendation sounds like a good balance.