Unreal Engine
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., yourappname.readyplayer.me).
If you want to test the integration, you can use the demo.readyplayer.me 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 or higher. This is due to the third-party plugin glTFRuntime, required for loading glTF files.
For Unreal Blueprint Projects, you can either convert the project to a C++ project or use our Blueprint Only version of the plugin. If you are using the blueprint version of the plugin you must do an Engine Install (install into ENGINE_VERSION/Plugins/Runtime). Note that the Blueprint only version of the plugin is much larger as it includes all the generated binaries and other files. If you have any issues with installing into a Blueprint project please contact our support email or message us on the discord server.

Project Install

If you are using a C++ project then you should install project you are working on. 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 if you are using a Blueprint only project, 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. Note that you should only do an engine install if you are using the Blueprint-Only version of the plugin. You can find the Blueprint-Only version of the plugin inside the "Blueprint Only" folder on our downloads page and there are separate versions for each version of Unreal Engine 4.
After downloading and extract the SDK .zip file, copy both plugin folders, ReadyPlayerMe and glTFRuntime into the ENGINE_VERSION/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:
If did a Engine Install you will also need to enable Show Engine Content as shown in the image above, otherwise you will not see the classes and content folders of glTFRuntime and Ready Player Me.

Dependencies

  • 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.

Acknowledgments

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]