Unreal Engine 4 Avatar SDK

In this Ready Player Me guide, you will learn how to import and set up our Ready Player Me Unreal Engine 4 Package and import our avatars from the web at runtime.

Make sure you have partner space in yourappname.readyplayer.me Not a partner yet? Become a partner and we'll get you set up quickly! You can also use demo.readyplayer.me to test the integration.

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 2 ways to install the plugin.

Our Ready Player Me Unreal plugin is only compatible with Unreal Engine 4.25 or 4.26, this is due to the third-party plugin glTFRuntime, which is required for loading glTF files.

If you are using 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.

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 [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 engine version you have installed on your computer meaning that it will be available to any Unreal project you open using that engine version. To do this navigate to Program Files/Epic Games/[ENGINE_NUMBER]/Engine/Plugins. Once there unzip the Ready Player Me plugin zip and you should see two new folders: ReadyPlayerMe and glTFRuntime.

To reduce the file size of the plugin we excluded the generated folders and as such they will need to be recompiled before you can open the project. To do this you can do a Project Install first and when you open the project it will give you the option to rebuild these plugins. Once that is done you can then move the two plugin folders into the Program Files/Epic Games/[ENGINE_NUMBER]/Engine/Plugins folder to make it available for all projects using that engine version.

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.