Installing Plugins
This page will walk you through the steps necessary to add and enable Ninja Bear Studio plugins.
Prerequisites And Additional Steps
All plugins are designed to work standalone and will enable any required plugin dependencies through their .uplugin files. For embedded Unreal Engine plugins listed as dependencies, such as the Gameplay Ability System, that is enough.
However, each plugin might have their own prerequisites or list additional steps necessary during its setup. To learn more about their specific prerequisites and steps, please check each plugin's dedicated Setup Page.
Installing from the Launcher
To get started, install the plugin to your engine using the Epic Games Launcher.
Install via the Epic Launcher
Open the Epic Games Launcher and locate the desired plugin in your library.
Click Install to Engine and select the engine version to install, from the list of compatible versions.
Once installed, open your project, navigate to Edit → Plugins and find the plugin in the list of installed plugins. You can also search for it, by name, using the Search Bar.
Enable the plugin and restart the engine.
Working with the Source Code
If you plan to work with source code, you can copy the plugin to your project or clone it from GitHub, if you have access to the repository.
Enable C++ in your Project
Make sure to perform all necessary steps to enable C++ in your environment and project.
To work with the source code, you will need an editor installed, such as Visual Studio or Rider. Make sure to install your editor of choice.
If your project was originally Blueprint-only, create at least one C++ class, such as a base Character or Game Mode, via Tools → New C++ Class.
Install from GitHub
Ensure that you have access to the plugin repository on GitHub.
In your project root, create a
Pluginsfolder if you don't have one. If you're using multiple Ninja Bear Studio plugins, we recommend organizing them under aNinjaBearStudiofolder.Clone the plugin repository into your desired Plugins folder.
Right-click the
.uprojectfile and select Generate Visual Studio project files (or your IDE equivalent).Launch the project. The plugin should now be available in your project's Plugins list.
Add C++ Module Dependencies
Close your Unreal Engine project if it is currently open.
In your IDE of choice, open the
Build.csfile, named after your project (e.g.,MyGame.Build.csin theSource/MyGamefolder), and add the following modules, based on plugins you are using.PublicDependencyModuleNames.AddRange(new string[] { "AIModule", "GameplayAbilities", "GameplayStateTreeModule", "GameplayTags", "GameplayTasks", "ModelViewViewModel", "NinjaBot", "NinjaBotPerception", "StateTreeModule", "UMG" });PublicDependencyModuleNames.AddRange(new string[] { "CommonUI", "GameplayAbilities", "GameplayTags", "GameplayTasks", "InputCore", "ModelViewViewModel", "Niagara", "NinjaCombat", "NinjaCombatActorPool", "NinjaCombatCamera", "NinjaCombatCore", "NinjaCombatFirearm", "NinjaCombatUI", "StructUtils", "UMG" });PublicDependencyModuleNames.AddRange(new string[] { "AIModule", "GameplayTags", "NinjaFactions", "NinjaFactionsGameplay" });PublicDependencyModuleNames.AddRange(new string[] { "GameplayAbilities", "GameplayTags", "GameplayTasks", "NinjaGAS" });PublicDependencyModuleNames.AddRange(new string[] { "GameplayAbilities", "GameplayBehaviorsModule", "GameplayBehaviorSmartObjectsModule", "GameplayTags", "GameplayTasks", "ModelViewViewModel", "NinjaInteraction", "NinjaInteractionUI", "SmartObjectsModule", "UMG" });PublicDependencyModuleNames.AddRange(new string[] { "GameplayAbilities", "GameplayTags", "GameplayTasks", "NinjaInventory", "NinjaInventoryCore", "NinjaInventoryEquipment", "UMG" });PublicDependencyModuleNames.AddRange(new [] { "CommonUI", "EnhancedInput", "GameplayAbilities", "GameplayTags", "GameplayTasks", "InputCore", "NinjaInput", "NinjaInputUI" });Recompile the project. If this is the first time doing so, it might take a while.