Installing Visual Studio
⚠️ Note: You may use an alternative IDE, such as Rider. However, for this set-up guide we will use Visual Studio.
Download the Visual Studio Installer.
Ensure that you have the required Workloads and C++ tools specified here. If you already have Visual Studio installed, you may open the installer and select 'Modify' to add these workloads and tools.
Creating a Project
⚠️ Note: Your project must be a 'C++' project. 'Blueprint' projects can be converted to C++ projects by creating a Game Module with the same name as your project.
Open the Epic Games Launcher, and navigate to
Unreal Engine >
Either open a project you've already created or create a new project by selecting your desired template. This set-up guide will use the 'First Person' template found under
Once created, your project folder should be populated a Visual Studio .sln file, and your Unreal Engine .uproject file.
Install Inworld to the Project
⚠️ Note: You must have a
Pluginsfolder in your project directory. If one does not already exist, you will need to create one.
Download the plugins from the following page found here
This download contains multiple Unreal Engine Plugins. You only need the InworldAI plugin to get started, but the other plugins may help with integrating Inworld with common use cases. You can review the details of each included plugin here to see what is right for your project.
Ensure that your Unreal Engine project is not running by closing the Editor, or by stopping the process from Visual Studio.
Place the desired Inworld plugins inside your projects
Once the desired plugins are installed, simply double-click your projects .uproject file to open the Unreal Editor. You will be prompted to build the modules. Select 'Yes', and after a short while, the modules will be built and the Editor will open.
⚠️ Note: If building from Visual Studio, right-click your .uproject file and select 'Generate Visual Studio project files'. After a short while, your .sln file will be updated. Simply open the Visual Studio Solution, and build the project.