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Plugin installation

Getting started

You can find the plugin on the redmine tracker downloads page, using the same login used in the PopcornFX v2 Editor.

Make sure to grab a plugin version matching the PopcornFX Editor you are using.

Plugins are provided per platform to reduce archive size (ie. Win64, Mac64), you can download all the necessary archives for each target platforms of your project.

Note: PopcornFX v1 UE4 plugin is not compatible with PopcornFX v2. PopcornFX v1 effects cannot be run with a PopcornFX v2 plugin.

Plugin installation

Once you have the archive(s) downloaded, you can use the 7-zip file archiver to extract the released archive(s):

If you are extracting several archives at the same time, just ignore the already existing files:

Now, go to your UE4 project folder (here, “MyProject”).

In order to build the plugin (easily), it is required to have a C++ project (see here for a guide on how to convert a blueprint-only project to a c++ project).

Note: We do not provide compiled plugin archives (yet) because they would break for each UE4 version (including minor versions).

If you do not have one already, create a “Plugins” folder:

Copy/paste or move the extracted UE4PopcornFXPlugin folder in your project’s Plugins folder:

Then, right click the project’s .uproject file and select “Generate project files“:

You can now double-click the .uproject file or open it via UE4, and you’ll be prompted to build missing modules:

Building the plugin can take several minutes, you can check that the PopcornFX plugin is being correctly built:

The UE4 editor should open. You can check that the plugin has been correctly installed:

You are now ready to import PopcornFX effects in your Unreal Engine Project !

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