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Project Setup

Jared Taylor edited this page Jan 7, 2021 · 12 revisions

General process for using MoveIt in your project

  1. Download MoveIt through the Epic Games Launcher
  2. Navigate to the UE4 directory, it should look something like this (but with the engines you have installed)

  1. Open the engine folder you installed MoveIt to then go to Engine/Plugins/Marketplace
  2. Copy MoveIt to your project directory Plugins folder (you may need to make this folder)

The Plugins folder should now contain a "MoveIt" folder

If you are doing a blueprint only project, you should be good to go.

If doing a C++ project you will want to generate project files so that MoveIt shows up in Visual Studio.

MoveIt should automatically be enabled when you load the project - if its not there, double check it is enabled.

Extending MoveIt in C++

Make sure MoveIt is enabled in your .uproject and add "MoveIt" to your Build.cs dependencies. That's all there is - you should now be able to inherit from MoveIt classes in C++ and modify MoveIt too if you so desire.

It is recommended to extend MoveIt rather than modify MoveIt to make updating painless. MoveIt doesn't offer file diffing for source code updates (you would need to set that up yourself or use Beyond Compare).

Updating MoveIt!

  1. Update via the Epic Games Launcher
  2. Delete MoveIt folder from your project's plugins directory
  3. Copy/paste the MoveIt folder from your Engine/Plugins/Marketplace directory
  4. If working with a source project this is a good time to delete all Binaries/Intermediate and generate project files again
  5. Either follow the corresponding video in the Change Log for updating any pre-existing animation blueprints, or re-target from scratch if you would prefer
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