Import the UE5 SDK

Step 1: Use a C++ UE5 Project

You need to use a C++ version of an UE5 project. This can be achieved by setting up a new project and selecting C++ as the project defaults or by converting your existing blueprint project to C++. There is no disadvantage for picking C++ over Blueprints as you can still use Blueprints throughout your project.

If you are converting from an existing project follow the following steps to convert it to a C++ project:

  • Click Tools -> select "new C++ class"

  • Select none as the parent class and press next.

  • Press create and it will convert your Blueprint project to a C++ project.

Step 2: Add the SDK to the project

To incorporate the necessary SDK into your project, follow these steps:

  • Close your project if you opened it as part of the previous step.

  • Navigate to your root project folder and create a new folder called "Plugins". This folder will serve as the container for the required plugins.

  • Obtain the YOM UE5 SDK for your Unreal Engine version from the link. If you don't have access, ask your YOM contact person. This will trigger a download of a ZIP file. The ZIP file will contain three plugins.

  • Extract the zip file and copy and paste the three plugins into the "Plugins" folder you need to create in your project directory. Ensure that the plugins are directly placed inside the "Plugins" folder and not within any additional subfolders.

Result

By following the steps outlined above, you should now have a folder structure resembling the following:

- YourProject
  - Plugins
    - YOM Replicator SDK
    - GltfRuntime
    - VaRest

Step 3: Building the SDK

Now that everything is set, boot your project and compile the plugin headers. This only need to be done ones every time you update the SDK or add any other plugin and requires using a C++ project with Visual Studio installed. After it is set, it will automatically open the project.

Opening the project for the first time can take a bit of time. Just be patient. It will boot.

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