πInstallation 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:
Download the plugin
Install in your Unreal Engine
Verify the installation
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
orJetBrains Rider
installed (instructions below).
IDE Quick Installation Guide
You'll need a C++-compatible IDE for Unreal Engine 5. We recommend:
Visual Studio 2022 (Free): Download Visual Studio 2022 Community
JetBrains Rider (Paid): Download JetBrains Rider
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 versionChoose
New Project
>C++
> select a base template
If you have an advanced Blueprint project, converting to C++ might cause issues. In this case, it's safer to start a new C++ project.

2. Plugin Installation
Navigate to your UE5 project's root folder
Create a folder named
Plugins
if it doesn't existCopy the
Rogue Gameplay System
folder into thePlugins
folder
The structure should look like this:
YourProject/
βββ Plugins/
β βββ RogueGameplaySystem/
βββ Source/
βββ 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.


After applying the RGS
to your project and restarting the Engine, you will see this message, all you have to do is click on the message Add entry to PrimaryAssetTypesScan
.

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

If all goes well, you'll have your project running and the plugin will be installed and ready to use.
Atualizado