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Installation
Unreal plugins are not always compatible between version or projects. Please make sure that you install the correct version for your project.
- For C++ projects
- For Blueprints projects
Download the SDK and extract the file called CPP_UnionAvatars_Unreal_{Version}.
After extracting it you will get a folder containing two plugins: “UnionAvatarsUnrealSDK” and “glTFRuntime”.
To import them you must open your project directory. You can find it by right-clicking it in the Epic launcher.
To proceed, place the SDK folder inside the Plugins folder located in the root directory of your project. Additionally, include glTFRuntime in the same directory.
Create the folder if it doesn’t exist, and make sure it’s called “Plugins"
The next time you launch your project you will get asked if you want to rebuild the new modules, select Yes. This might take up to a few minutes.
Download the SDK and navigate to the Blueprints folder. Select the Unreal version you are using and extract the zip file.
E.g.: BP_UnionAvatars_Unreal503_{Version}.zip
After extracting it you will get a folder containing two plugins: “UnionAvatarsUnrealSDK” and “glTFRuntime”.
To make the plugins work with your Blueprint project you need to add them to the engine itself instead of the project.
Go to your Unreal Editor install location.
This might be different for every case, but by default it is placed at: C:\Program Files\Epic Games\UE_{VERSION}\Engine
Now you must place the SDK folder inside the Plugins folder in your project directory, as well as glTFRuntime.
Project Requirements
- Switch from DirectX 12 to DirectX 11 (Note: You may only need this in Unreal versions < 5.1) To use the camera device, you must change the DirectX version being used in your project. This is due to an internal issue with the engine that is being fixed in newer versions.