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Step 1 Installation

BavGames edited this page Jul 6, 2026 · 5 revisions

Step 1: Installation

1. Install the plugin

  • From Fab: add OptiKit to your engine or project through the launcher, then enable it under Edit → Plugins → Installed → OptiKit and restart the editor.
  • Manual: copy the OptiKit folder into <YourProject>/Plugins/ and restart.

C++ is not required in your project - the plugin compiles on its own.

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2. Activate Enhanced Input (one-time, for the Controls tab)

On UE 5.0 enabling the Enhanced Input plugin does not switch the project's input classes, which silently disables all rebinding. Add to Config/DefaultInput.ini:

[/Script/Engine.InputSettings]
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent

(Also editable under Project Settings → Input → Default Classes.) OptiKit logs a warning at game start and in the catalog check while this is unset. The shipped demo runs its own Enhanced Input objects, so it works either way.

3. Packaging note

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If your project cooks specific maps only, add /OptiKit to Project Settings → Packaging → Additional Asset Directories to Cook - otherwise the catalog and theme assets are dropped and the menu ships empty. The catalog check reminds you about this.

Blueprint-only projects with a manual install: when the plugin sits in <YourProject>/Plugins/, set Project Settings > Packaging > Build to Always (or add any empty C++ class to the project). Otherwise packaging stages the stock game executable without the plugin's C++ modules and the packaged game refuses to start. Engine installs from Fab are not affected.

4. Try the demo

Open /OptiKit/Demo/DemoMap (enable Show Plugin Content in the content browser filter) and press Play:

  • M or the gamepad View/Select button opens the menu and pauses the game; Escape / gamepad B / the Cancel button closes it.
  • The pawn flies with the demo bindings; Jump hops, Fire reverses a showcase cube's spin, Interact pauses the nearest one - rebind them and the new keys work instantly.
  • Video.FieldOfView drives the demo camera through the delegate applier - the live example of Step 6.
  • Each sound emitter plays a Cue_Ok* cue routed to its channel's sound class: drop a Wave Player into a cue and the matching volume slider drives it.
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Validate anytime

Tools → OptiKit → Check Settings Catalog flags duplicate ids, dead console variables, missing theme classes and project-configuration issues. Also available headless: -run=OkCatalogCheck (exit code 1 on problems).

Next: Step 2: Opening the Menu

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