Setup Blueprint Projects
Install the Unreal Engine SDK with your Blueprint project.
For Unreal Blueprint Projects you have two options:
  • Convert your project to a C++ project, then use the C++ plugin. Start with this documentation.
  • Use the Blueprint Only version of the plugin. If you are using the Blueprint version of the plugin, you must do an Engine Install as described below. The Blueprint Only version of the plugin is very large as it includes all the generated binaries and other files.

Engine Install

Only use engine installation for Blueprint projects!
The Blueprint Only version of the plugin is much larger as it includes all the generated binaries and other files.
For a Blueprint Only project, you need to add the Ready Player Me plugin to a particular Unreal Engine version installed on your computer. This means that the plugin will be available to any Unreal project you open using that Unreal Engine version.
  1. 1.
    If you haven't done so already, download the SDK at Downloads.
  2. 2.
    Extract the contents of the downloaded Zip file (BP_ prefixed).
  3. 3.
    In a file explorer, navigate to your Unreal Engine installation.
    • PC default: Program Files/Epic Games/[ENGINE_NUMBER].
    • macOS default: /Users/Shared/Epic Games/[ENGINE_NUMBER].
  4. 4.
    Copy the plugin folders ReadyPlayerMe and glTFRuntime into the ENGINE_VERSION/Engine/Plugins folder.
  5. 5.
    Start or restart UE and open your Blueprint Project. There should be no errors.
  6. 6.
    From the top toolbar, go to Edit > Plugins.
  7. 7.
    Find the ReadyPlayerMe and glTFRuntime plugins. - For example, select All and use the search bar.
  8. 8.
    Click the checkbox to enable each plugin.
    ​
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  9. 9.
    Restart Unreal Engine.
  10. 10.
    Open the Content Browser and click Settings (View Options in UE4). Make sure Show Plugin Content and Show Engine Content are both checked.
  11. 11.
    In the Content Browser expand Engine > Plugins and scroll or use search until you find the gITFRuntime, glTFRuntime C++ Classes, ReadyPlayerMe Content, and ReadyPlayerMe C++ Classes folders.
    ​
    ​
If you are having trouble creating your project, see Troubleshooting for straightforward solutions.
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