Link Search Menu Expand Document

∷ Installation

How to install

The best way is to clone the repo as a submodule; though you can also download pre-packaged versions.


FAB Plugin

The easiest way to install PCGEx is to get it from FAB. (it’s free!)

PCGEx on FAB

The FAB release matches the FAB- branches on github, due to the submission & validation process they will always be out of date compared to github’ latest.


Drop-in Package (Win64)

The second easiest way to install PCGEx is to download the packaged version of the plugin.
However, for the sake of simplicity (and size), a packaged version only exist for the latest launcher minor release of the engine, at the time the PCGEx release was published.

PCGEx for Unreal 5.5 PCGEx for Unreal 5.4 PCGEx for Unreal 5.3

Simply download one of the .zip above and put PCGExtendedToolkit directly in your YourProject/Plugins/ folder.

Note that these packages are created in windows, for windows – you can always compile the plugin yourself from the sources if the latest package doesn’t work for your version of the editor.


Build from Source


Github

If building from source, make sure your project & computer is set-up for C++ dev. See Epic Documentation on the topic.


Cloning & Build using Git

The best way is to clone the repository to a submodule; that way you can contribute pull requests if you want.

> cd YourProject
> git submodule add https://github.com/Nebukam/PCGExtendedToolkit Plugins/PCGExtendedToolkit
> git add ../.gitmodules
> git commit

Install from the Source’ ZIP


Download from Github (.zip)

Alternatively you can download the ZIP of this repo and place it in YourProject/Plugins/PCGExtendedToolkit


Finding Nodes

Once the plugin is installed and compiled, nodes are available in any PCG Graph along with vanilla nodes. You can either find them in the explorer on the left, or in the list when right-clicking any empty space in the graph.

All PCGEx nodes are prefixed with PCGEx | – which is a bit annoying at first, but quickly comes in handy to ensure nodes are clearly identifiable.

installation/finding-nodes.png