Installation
Two Supported Ways to Run PVLK — Engine-Wide or Inside Your Project
Standard install (Epic Games Launcher)
- Acquire the PVLK Plugin on FAB.
- Open the Epic Games Launcher → Library → find PVLK Plugin in your Fab Library.
- Click Install to Engine and pick your engine version (5.6, 5.7, or 5.8).
- Open your project, go to Edit → Plugins, search for "PVLK", and check Enabled. Restart when prompted.
- 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:
- Install to the engine once (steps above).
- Close the editor.
- Copy the folder
[EngineInstall]/Engine/Plugins/Marketplace/PVLK_Plugininto your project'sPluginsfolder (createPluginsnext to your.uprojectif it doesn't exist):YourProject/Plugins/PVLK_Plugin. - 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 install | Project install | |
|---|---|---|
| Setup | One click in the Launcher | Manual copy, once |
| Available in | All projects on that engine | That project only |
| Version updates | Launcher updates it for all projects | You update deliberately, per project |
| Best for | Solo work, trying it out | Teams, 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.