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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:
- 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).
- Engine-Level: The plugin is installed directly into the Unreal Engine installation folder, making it available for all projects on your PC.
Method 1: Project-Level Installation (Recommended)
- Navigate to your Unreal Engine project directory (where your
.uprojectfile is located). - Create a new folder named
Pluginsif it does not already exist. - Extract the downloaded plugin folder (e.g.,
PulseCoreorPulseQuest) into thisPluginsdirectory. - The directory structure should look like this:text
MyProject/ ├── Source/ ├── Content/ ├── Plugins/ │ └── PulseCore/ │ ├── PulseCore.uplugin │ ├── Source/ │ └── Resources/ └── MyProject.uproject
Method 2: Engine-Level Installation
- Navigate to your Unreal Engine installation directory (e.g.,
C:\Program Files\Epic Games\UE_5.4). - Open the
Engine/Plugins/Marketplace/folder (create theMarketplacefolder if it doesn't exist). - Paste the plugin folder (e.g.,
PulseCore) there. - Restart the Unreal Editor.
Activation in the Project
After placing the files, you must enable the plugin within your project:
- Launch your Unreal Engine project.
- In the main menu, navigate to Edit -> Plugins.
- Search for Pulse Core or Pulse Quest.
- Check the Enabled box.
- 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.
- Open your source file
MyProject.Build.cslocated inSource/MyProject/. - Add
"PulseCore"(and"PulseQuest"if applicable) to thePublicDependencyModuleNames.
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:
- Click Yes to start the automatic compilation.
- If that fails, right-click your
.uprojectfile and select Generate Visual Studio project files. - Open the newly generated
.slnfile in Visual Studio or JetBrains Rider and compile the project viaBuild -> Build Solution(or press F7).
