Creating A Project From Scratch Using The Genvid Plugins

This section describes how to create an Unreal Engine 5 project from scratch, integrating all three Genvid Plugins along the way.

Create A New Project

  1. Launch the Unreal Engine 5 editor.

  2. Select a blank project in the Games section.

  3. Make sure the project type is Blueprint. (Usually the default.)

  4. Name your project.

  5. Click Create Project.

The Unreal Editor will open a default scene once the project is created.

Creating a new project.

Import The Genvid Plugins

  1. Close the editor.

  2. Navigate to your project folder (where the YourProjectName.uproject file is).

  3. Create a Plugins folder.

  4. Copy the Genvid plugins into the Plugins folder.

    The Plugins folder contents.

    The Unreal editor will automatically detect that the plugins are present.

  5. Click YourProjectName.uproject to launch the editor.

  6. Click Yes when the dialog box ask if you want to rebuild the new modules.

Prompt to build the new modules.

The plugins will be available once the editor launches. Go to Edit -> Plugins -> Project -> Streaming to see the available Genvid plugins.

Genvid plugins.

Create Basic Source Files

Creating a new project and importing the Genvid plugins is enough to get you started using them in a blueprint project. There are additional steps if you want to generate a Visual Studio solution and add code functionality.

  1. Create a Source folder next to the Plugins folder.

  2. Create a Source/YourProjectName folder.

    This folder will house your projects public and private source files.

  3. Create a Source/YourProjectName/YourProjectName.Build.cs file.

    This file will determine how the code for your main module is built. Use it to define and include dependencies.

    The Build.cs file.
  4. Create the main header file in a Public folder. For example:

    :file:`Source/YourProjectName/Public/YourProjectName.h`
    

    Make sure it includes any header files necessary to compile the classes contained within the module.

    The main header file.
  5. Create the main C++ file in a Private. folder. For example:

    :file:`Source/YourProjectName/Public/YourProjectName.cpp`
    

    Use this file to register and implement the main module.

    The main cpp file.
  6. Create a target file. For example:

    :file:`Source/YourProjectName.Target.cs`
    

    Use this file to define properties for the executable of your game.

    The main cpp file.
  7. Right click YourProjectName.uproject.

  8. Select Generate Visual Studio project files to generate a Visual Studio solution.