Installation

Two Supported Ways to Run PVLK — Engine-Wide or Inside Your Project

Standard install (Epic Games Launcher)

  1. Acquire the PVLK Plugin on FAB.
  2. Open the Epic Games LauncherLibrary → find PVLK Plugin in your Fab Library.
  3. Click Install to Engine and pick your engine version (5.6, 5.7, or 5.8).
  4. Open your project, go to Edit → Plugins, search for "PVLK", and check Enabled. Restart when prompted.
  5. When installed, you should have a toolbar icon in the level editor's toolbar. There's also a window option under Window → PVLK Light Menu that shows up at the bottom of the menu.

This installs the plugin engine-wide: every project on that engine version can see it. The plugin stays disabled in each project until you enable it there.

Team / source-control install (per-project)

If you work in a team, use source control, or want to lock the plugin to a known version, move it into your project:

  1. Install to the engine once (steps above).
  2. Close the editor.
  3. Copy the folder [EngineInstall]/Engine/Plugins/Marketplace/PVLK_Plugin into your project's Plugins folder (create Plugins next to your .uproject if it doesn't exist): YourProject/Plugins/PVLK_Plugin.
  4. Reopen the project and enable the plugin as above.

The plugin now travels with your project: teammates get it from source control without installing anything, builds are reproducible, and engine updates can't change your plugin version unexpectedly.

Which one should I use?

Engine installProject install
SetupOne click in the LauncherManual copy, once
Available inAll projects on that engineThat project only
Version updatesLauncher updates it for all projectsYou update deliberately, per project
Best forSolo work, trying it outTeams, shipping projects
If both exist: when the plugin is in the engine and in your project, Unreal uses the project copy. That's by design — it's how teams pin a known-good version while the engine copy receives updates.