πŸ“’Installation instructions

Welcome to the installation guide for the Rogue Gameplay System for Unreal Engine.

Overview

This guide will walk you through the process of installing the Rogue Gameplay System in your Unreal Engine project. You will learn how to:

  1. Download the plugin

  2. Install in your Unreal Engine

  3. Verify the installation

  4. Configure initial settings

Prerequisites

Before you begin, make sure you have:

  • Unreal Engine 5.x installed (minimum recommended version: 5.1).

  • A UE5 C++ project or willingness to create a new one.

  • Visual Studio 2022 or JetBrains Rider installed (instructions below).

IDE Quick Installation Guide

You'll need a C++-compatible IDE for Unreal Engine 5. We recommend:

Visual Studio is free for individual use and small teams, while Rider requires a paid license.

1. C++ Project Preparation

If your current project isn't C++, we recommend creating a new C++ project:

  • Open the Epic Games Launcher

  • Go to Unreal Engine > Library section

  • Click Launch on your desired UE5 version

  • Choose New Project > C++ > select a base template

2. Plugin Installation

  • Navigate to your UE5 project's root folder

  • Create a folder named Plugins if it doesn't exist

  • Copy the Rogue Gameplay System folder into the Plugins folder

The structure should look like this:

YourProject/
β”œβ”€β”€ Plugins/
β”‚   └── RogueGameplaySystem/
β”œβ”€β”€ Source/
└── YourProject.uproject

3. Plugin Activation

  • Open your project in Unreal Engine 5 and go to Edit > Plugins

  • Search for Rogue Gameplay System in the list and check the box to activate the plugin.

  • Restart the project so that all the changes take effect.

You'll find this panel in the top left-hand corner of your Unreal Engine
You can search for the plugin in the search bar, and if it's already activated, you don't need to restart the engine.

4. Add modules to the project

Finally, add the following modules to your project's Build.cs.

YourBuild.cs
using UnrealBuildTool;

public class YourProject : ModuleRules
{
	public YourProject(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicDependencyModuleNames.AddRange(new string[]
		{
			"Core", 
			"CoreUObject", 
			"Engine", 
			"InputCore", 
			
			/*[Add this modules in your Build.cs]*/
			"EnhancedInput",
			"GameplayAbilities",
			"GameplayTags",
			"GameplayTasks",
			"GameFeatures",
			"AbilitySystemGameFeatureActions",
			"ModularGameplay",
			"CommonUI",
			"CommonInput",
			"UMG",
			/*[Add this modules in your Build.cs]*/
		});
	}
}

5. Run the project and test it

Now you can run your project through your IDE so that it compiles along with the plugin.

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