Setup for Blueprint Projects
Install the Unreal Engine SDK with your Blueprint project.
Last updated
Install the Unreal Engine SDK with your Blueprint project.
Last updated
For Unreal Engine Blueprint projects, you have two options:
Convert your project to a C++ project, then use the C++ plugin. Start with this documentation for making the conversion.
Use the Blueprint Only version of the plugin. If you are using the Blueprint Only version of the plugin, you must do an Engine Install as described below. Be aware that the Blueprint Only version of the plugin is very large as it includes all the generated binaries and other files.
Only use engine installation for Blueprint projects!
The Blueprint Only version of the plugin is very large as it includes all the generated binaries and other files.
From the open source GitHub repository in the latest release, Download for Blueprint projects. Choose the matching file for Unreal Engine version 5 or 4.27 as a Zip file.
You can find a separate version for each Blueprint Only version of the plugin of Unreal Engine. If you are upgrading from a previous version, see Updating from earlier versions.
For a Blueprint Only project, you must 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.
If you haven't done so already, download the SDK for Blueprint projects.
Extract the contents of the downloaded Zip file (Blueprint-
prefixed).
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]
.
Copy the plugin folders ReadyPlayerMe and glTFRuntime into the ENGINE_VERSION/Engine/Plugins
folder.
Start or restart UE and open your Blueprint Project. There should be no errors.
From the top toolbar, go to Edit > Plugins.
Find the ReadyPlayerMe and glTFRuntime plugins.
Click the checkbox to enable each plugin.
Restart Unreal Engine.
Open the Content Browser and click Settings (View Options in UE4). Make sure Show Plugin Content and Show Engine Content are both checked.
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 have trouble creating your project, see Troubleshooting for straightforward solutions.