Installation on your projects
To get up and running fast, please refer to the Getting started instructions.
The LLMAI plugin is distributed with C++ source code. This gives you the option of changing or adding features if you want. That is entirely optional and not required to have full functionality in the Blueprint and event system the plugin already provides to your projects.
Blueprint project installation steps
After purchase on Fab.com, go to your Fab library in the Epic Games Launcher, click Install to Engine, pick your UE5 version, and it lands in the engine's Plugins folder (for example C:\Program Files\EpicGames\UE_5.x\Engine\Plugins\Marketplace).
Close your project and reopen it. Go to Edit → Plugins, find or search for LLMAI, and click to enable it. You will now have a new LLMAI section under Edit → Project Settings → Plugins → LLMAI. See Configuration quick-start for setting up OpenAI, Grok, and LocalAI for your project.
C++ project installation steps
Only follow these steps if you need plugin C++ source in your project. For standard Blueprint use, the Blueprint project installation steps above are sufficient.
Step 1: Copy from engine and regenerate
- Use Install to Engine from your Fab library in the Epic Games Launcher (same as the Blueprint flow above)
- Copy the LLMAI folder from the engine Plugins directory into your project's
Plugins/folder (for example fromEngine\Plugins\Marketplace\LLMAItoYourProject\Plugins\LLMAI):
YourProject/
└── Plugins/
└── LLMAI/ # Complete plugin folder here
- Right-click on your Unreal project's
.uprojectfile and click Generate Visual Studio project files - Open the
.slnin Visual Studio and rebuild your game project as usual. You will now be able to build your project with plugin source code accessible for updates and modifications.
Enable the plugin
If you already enabled LLMAI in the Blueprint steps above, you can skip this section.
- Open your
.uprojectwith the Unreal Editor - Navigate to Edit → Plugins
- Search for "LLMAI"
- Click Enable
- Restart the Unreal Editor
Now the plugin's project settings will be available, along with the component, Blueprint templates, and events you can use.
Note : The plugin will compile automatically from source code when enabled. This works with both Blueprint and C++ projects.
Troubleshooting
Plugin Not Appearing in Plugin List
- Ensure the plugin is in the correct
Plugins/LLMAI/directory - Check that
LLMAI.upluginfile exists in the plugin root - Restart Unreal Engine editor completely
- Verify you're using Unreal Engine 5.6+ on Windows 64-bit
Compilation Errors
- Ensure Visual Studio 2022 is installed (required for plugin compilation)
- Verify Windows SDK is installed and up to date
- Check Output Log during plugin enable for specific error details
- Try closing all other applications during compilation to free up memory
- For persistent issues : Delete
Binaries/andIntermediate/folders from plugin, then re-enable
Plugin Compilation Taking Too Long
- Normal time : 1-3 minutes for first compilation
- If stuck : Check Output Log for progress details
- If frozen : Close editor, delete plugin's
Binaries/andIntermediate/folders, restart editor
API Connection Issues
For OpenAI:
- Verify your OpenAI API Key is correct and active
- Check internet connection and firewall settings
- Review Output Log for specific error messages
- Try debug command:
llmai.debug.OpenAILevel 2in console for detailed logs
For Grok (xAI):
- Verify your Grok API Key is correct and active
- Check internet connection and firewall settings
- Ensure you specified a Voice parameter when connecting (required for Grok)
- Review Output Log for specific error messages
- For "Rate limit exceeded" errors, check your usage at console.x.ai
For LocalAI:
- Verify LocalAI server is running
- Check the endpoint URL in Project Settings matches your LocalAI server
- Review Output Log for connection errors
- See LocalAI Realtime Endpoint for setup
Complete Documentation
For comprehensive guides, demos, and examples beyond basic plugin installation:
- Project overview
- Configuration for AI provider setup and verification
- Plugin API Reference for complete function documentation
- Debug & Logging for detailed troubleshooting
- Plugin Architecture for technical details