Initial Project Setup
This guide covers the essential steps to install and configure the Gen AI China šØš³ š„ plugin in your project.
1. Installing the Plugin
First, you need to add the plugin to your Unreal Engine installation.
- Acquire Gen AI China from the Fab.com marketplace.
- Open the Epic Games Launcher, navigate to your Library, and find the plugin.
- Click āInstall to Engineā and select the engine version your project uses.
Once installed, open your project and enable the plugin via the Edit > Plugins menu. You can find it under the āInstalledā or āGenerative AIā category. Restart the editor when prompted.
2. For Blueprint-Only Projects
If your project is Blueprint-only, no additional configuration is required. Once the plugin is enabled, all of its functionality will be available in the Blueprint editor. You can proceed directly to Getting API Keys.
3. For C++ Projects
If you plan to interact with the plugin using C++, you must add it as a dependency in your projectās build file.
Add the Module to Your Build File
- Locate your projectās build file, named
YourProjectName.Build.cs, in theSource/YourProjectNamedirectory. - Open the file and add
"GenAIChineseModels"to thePublicDependencyModuleNamesarray.
Example: YourProject.Build.cs
using UnrealBuildTool;
public class YourProject : ModuleRules
{
public YourProject(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"GenAIChineseModels" // <-- ADD THIS MODULE
});
}
}
After editing, right-click your .uproject file and select āGenerate Visual Studio project filesā to update your solution.