I'm switching to Godot v3.2.3 and I'm trying to use Custom builds for Android to make use of the new plugin system (to have Firebase, GameAnalytics, etc). I used to handle these services through custom modules and compiling the engine to get export templates.
My problem is that I still have one C++ module that I want to be included in the engine. Is there any way to benefit from both the new plugin system and the old way of compiling custom export templates at the same time?
(I tried to create custom TPZ files from my custom Godot source and build the game with it, but as I installed the APK, It seems my module was not included in the engine)