Skip to main content

Plugin Installation

How to​

  1. Copy or install the Cube_Weapon_rep plugin into: <ProjectRoot>/Plugins/

Note
The first startup with the plugin in your project may cause the Unreal Engine to show you the following dialogue

RebuildDialogue

Confirm the dialog with "Yes" and wait till the engine compiles the plugin.

The following window will show up after confirming the dialog:

BuildWindow

Let the engine build the project. After finishing the process the editor will open as usual.

  1. Open the project in Unreal Editor
  2. Navigate to Edit → Plugins
  3. Check if Cube_Weapon_rep plugin is enabled. If not, enable it
  4. Restart the editor when prompted

After successful compilation, enable the plugin and configure its databases and controller/character integration. The plugin includes C++ runtime and editor modules; a compatible Unreal C++ build toolchain is required when building it from source.

Note:

During initial compilation, the editor may appear unresponsive for a short time. This is expected behavior.


Dependencies and Next Steps​

The plugin descriptor declares Niagara as an enabled plugin dependency. The runtime module also uses Unreal modules including GameplayTags, UMG, DeveloperSettings and NetCore.

The descriptor does not declare a supported Unreal Engine version range. Use the Unreal version/build environment that successfully compiles this source rather than borrowing the Inventory plugin's version requirements.

Continue with Project Settings and Character Integration before running Your First Weapon.