Installation

Two Supported Ways to Run PVLK - Engine-Wide or Project-Wide

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.

For more information on downloading and using plugins, check here.

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 folder.

FAB Marketplace states that plugins "are offered to you on a per-seat basis and may only be used by the number of users that you have purchased licenses for."

- last updated: October 1st, 2024

For more information, visit Fab's EULA.
Also check out Section 5.b.

If you have any questions or concerns, feel free to contact me.

For those who have purchased the plugin:

  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. If a Plugins folder doesn't exist, create a Plugins next to your .uproject. [YourProject]/Plugins/PVLK_Plugin.
  4. Reopen the project and enable the plugin as above.

The plugin now travels with your project: teammates keep the same version, builds are reproducible, and plugin updates can't change your plugin version unexpectedly.

Be sure to use the same Engine version for the project's Engine version. (Plugin Engine version 5.6 needs to go into a 5.6 project)
It is possible that you may need to recompile your project with the plugin in the project's Plugins folder. This is exceptionally true if you have built the Engine from source. This should recompile without issue if you use the same plugin's Engine version as your project's Engine version.

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. From what I understand, it's by design. It's how teams keep a known-good version while the engine copy receives updates.