Installation
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Unzip the package into the Plugins directory of your game. To add it as an engine plugin you will need to unzip the module into the plugin directory under where you installed UE4.

Dinkey protection - Pre-requisites
  . Configure the Dinkey Pro USB dongle according to the expected license protection

Usage
  . C++ project package integration
   Right click on your project file <project>.uproject and Generate Visual Studio project files, the Dinkey plugin will be added and
   you will be able to recompile it with the whole project.
       Note : If necessary, edit your project build script Source\<project>\<project>.Build.cs and add the Dinkey plugin to the list of private dependency modules
              PrivateDependencyModuleNames.AddRange(new string[] { "DinkeyPlugin" });
  . Blueprint-only project package integration
   Close your project, deploy the plugin into the Plugins folder.
   Edit the Plugins\DinkeyPlugin\DinkeyPlugin.uplugin config file and set the EnabledByDefault attribute to false.
   Open your project.
       Note : If you want to update the Dinkey plugin with Visual Studio, you have to convert your blueprint-only project to a C++ project by adding 1 new C++ empty class
  . DON T forget to package your project before trying to use the Launch button (build + run a specific platform target) in order to cook all assets and
    perform the UnrealBuildTool onto the Dinkey plugin
  . In the Unreal blueprint editor
   Add a call to Dinkey protection check static function to check the license
  . Logs/Traces
   Edit your project config file Config\DefaultEngine.ini and add the Dinkey plugin dedicated log category line :
    [Core.Log]
    LogDinkeyPlugin=Error Warning Log
   To avoid logs about all receive packets just remove the Log level
   On built package you have to edit the config file <project>\Saved\Config\WindowsNoEditor\Engine.ini
   Note : if you notice Unreal engine is resetting these files on application exit then set the readonly attribute on them.

Contact
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If you have any Questions, Comments, Bug reports or feature requests for this plugin, or you wish to contact me you can and should email me - @polymorph.fr