Ready Player Me Unreal Engine 4 Avatar SDK
Learn how to add 3D Avatars to your Unreal Engine 4 project using our Avatar SDK. Works on desktop, mobile, VR/AR, and more.
To use Ready Player Me in your commercial app or game, you need to register as a Partner. This will allow you to have your partner subdomain (i.e.,
If you want to test the integration, you can use the domain. Please note that it’s now allowed to use it for public projects.

Getting Started

Download our latest version of the Ready Player Me Unreal Engine 4 plugin from our Unreal Plugin Download page.
Once downloaded, there are two ways to install the plugin.
Our Ready Player Me Unreal plugin is only compatible with Unreal Engine 4.25, 4.26, 4.27. This is due to the third-party plugin glTFRuntime, required for loading glTF files.
If you use an Unreal Blueprint Project, convert it to a C++ project by adding a CPP class. This will prevent issues with missing modules on application builds. After converting, you should also restart the editor. We are working on adding support for Blueprint-only projects in the future.

Project Install

You can add the plugin to a particular project, unlike the Engine Install. This means that you will need to add the plugin to all projects individually. To add the plugin to an Unreal project, navigate to the [PROJECT_NAME]/Plugins folder. If there is no Plugins folder, you will need to add it yourself. Then unzip the ReadyPlayerMe Unreal Plugin zip inside there, and you should see two new folders: ReadyPlayerMe and glTFRuntime.

Engine Install

Alternatively, you can add the plugin to a particular Unreal Engine version installed on your computer. This means that it will be available to any Unreal project you open using that Unreal Engine version.
Everything placed in the Engine folder must be pre-built. To reduce the plugin's file size, we excluded the generated folders, and as such, they will need to be recompiled before you can put them in the Engine folder.
The easiest way to do this is:
  1. 1.
    Complete a Project Install of the plugin (see above)
  2. 2.
    Open the project you have just installed the plugin into
  3. 3.
    Rebuild/recompile the missing modules when prompted
After it has finished, copy both plugin folders, ReadyPlayerMe and glTFRuntime into the Engine/Plugins folder. For example, your Engine/Plugins folder location will be something like:
Program Files/Epic Games/[ENGINE_NUMBER]/Engine/Plugins.

Enable Plugins

Once you have installed the plugins using one of the above methods open up your Unreal Project.
If it was already open when you installed the plugin, you will need to restart the engine.
With your project open, use the top toolbar and navigate to Edit > Plugins. You should see the ReadyPlayerMe and glTFRuntime plugins in there. Now tick the Enabled option for both, and now the plugins are ready to use.

Show Plugin Content In Editor

Lastly, if you do not see the ReadyPlayerMe plugin content in the Content Browser, you need to click the View Options button on the bottom corner and click Show Plugin Content, as shown in the picture below:


  • glTFRuntime
All dependencies are already included in the .zip file, if you are using an older or newer version of these dependencies, please backup your project before making changes.
For further information on the glTFRuntime plugin, you can find their documentation here.


A big thank you to Roberto De Ioris for providing this amazing glTFRuntime plugin for free and also providing support to all the users. We encourage anybody using this plugin to consider purchasing glTFRuntime from the Unreal Marketplace and help support its development.

Any Questions?

For people that are not familiar with our platform, we do quite often get a lot of the same questions. To help save you some time we have compiled a list for you on our FAQ pages. As always if you still have some unresolved questions then feel free to contact us on our Discord server or via email at [email protected]
Last modified 19d ago