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Installation & Setup

This guide walks you through downloading, installing, and activating LuQ Studios plugins (such as Pulse Core or Pulse Quest) in your C++ or Blueprint Unreal Engine project.

Installation Methods

You can install Unreal Engine plugins in two ways:

  1. Project-Level (Recommended): The plugin code is placed directly within your project directory. This is ideal for team environments using version control (e.g., Git).
  2. Engine-Level: The plugin is installed directly into the Unreal Engine installation folder, making it available for all projects on your PC.
  1. Navigate to your Unreal Engine project directory (where your .uproject file is located).
  2. Create a new folder named Plugins if it does not already exist.
  3. Extract the downloaded plugin folder (e.g., PulseCore or PulseQuest) into this Plugins directory.
  4. The directory structure should look like this:
    text
    MyProject/
    ├── Source/
    ├── Content/
    ├── Plugins/
    │   └── PulseCore/
    │       ├── PulseCore.uplugin
    │       ├── Source/
    │       └── Resources/
    └── MyProject.uproject

Method 2: Engine-Level Installation

  1. Navigate to your Unreal Engine installation directory (e.g., C:\Program Files\Epic Games\UE_5.4).
  2. Open the Engine/Plugins/Marketplace/ folder (create the Marketplace folder if it doesn't exist).
  3. Paste the plugin folder (e.g., PulseCore) there.
  4. Restart the Unreal Editor.

Activation in the Project

After placing the files, you must enable the plugin within your project:

  1. Launch your Unreal Engine project.
  2. In the main menu, navigate to Edit -> Plugins.
  3. Search for Pulse Core or Pulse Quest.
  4. Check the Enabled box.
  5. Restart the Unreal Editor when prompted.

C++ Project Configuration

If you are developing a C++ project, you must declare the plugin modules in your Build script to access the C++ APIs.

  1. Open your source file MyProject.Build.cs located in Source/MyProject/.
  2. Add "PulseCore" (and "PulseQuest" if applicable) to the PublicDependencyModuleNames.
csharp
// MyProject.Build.cs
using UnrealBuildTool;

public class MyProject : ModuleRules
{
    public MyProject(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
	
        // Add the plugins here:
        PublicDependencyModuleNames.AddRange(new string[] { 
            "Core", 
            "CoreUObject", 
            "Engine", 
            "InputCore", 
            "PulseCore", // Required for interaction systems
            "PulseQuest" // Required for StateTree quest systems
        });
    }
}

Troubleshooting

"Missing Modules" Error on Startup

"The following modules are missing or built with a different engine version... Would you like to rebuild them now?"

  • Cause: The plugin was added as C++ source code, but the binaries haven't been compiled for your specific engine version yet.
  • Solution:
    1. Click Yes to start the automatic compilation.
    2. If that fails, right-click your .uproject file and select Generate Visual Studio project files.
    3. Open the newly generated .sln file in Visual Studio or JetBrains Rider and compile the project via Build -> Build Solution (or press F7).

Released under the MIT License.