Quick answer: Check that the .uplugin lists “Default Content” entries correctly, plugin asset registry is up to date, and dependency plugins are loaded first.

A modular game uses Game Features for content packs. Activating “DLC_DesertRegion” logs “Failed to activate”. The plugin’s actions ran but loading errored mid-way.

Check uplugin Config

{
  "FileVersion": 3,
  "Version": 1,
  "Plugins": [
    { "Name": "GameFeatures", "Enabled": true }
  ],
  "Modules": [
    { "Name": "DesertRegion", "Type": "Runtime", "LoadingPhase": "Default" }
  ]
}

Required dependency: GameFeatures plugin. Module loading phase typically Default.

Activate Programmatically

UGameFeaturesSubsystem& Subsystem = UGameFeaturesSubsystem::Get();
FString PluginURL;
Subsystem.GetPluginURLByName("DLC_DesertRegion", PluginURL);
Subsystem.LoadAndActivateGameFeaturePlugin(PluginURL, FGameFeaturePluginLoadComplete::CreateLambda([](const UE::GameFeatures::FResult& Result) {
    if (Result.HasError()) UE_LOG(LogGameFeatures, Error, TEXT("%s"), *Result.GetError());
}));

The async load+activate gives a Result with detailed error on failure.

Common Activation Errors

Log Trace

LogGameFeatures: VeryVerbose

In DefaultEngine.ini for [Core.Log]. Detailed activation trace prints; spot which step failed.

Verifying

Activate plugin. Log shows StatePending → Activating → Active. Content (assets, actions) live in the world. Deactivate cleanly reverses.

“Game Features have explicit state machines. Read the log to identify which transition failed.”

For DLC-style content shipping, sign and version your plugin packages — LiveOps push can roll out new features without engine updates.