🚲Unreal Quickstart

Setup your Unreal project

This page introduces the Anything World plugin for Unreal Engine 5 and gives indications on how to install it and start using it. This plugin allows you to browse for static and animated 3D models in Unreal and spawn them directly in your Unreal projects.

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Requirements:

  • Unreal Engine 5.0 or above

  • Visual Studios 2019

  • Anything World Account Details

  • Anything World SDK

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Create your Anything World Account

Create an account through the Anything World websitearrow-up-right to get access to the Anything World SDK for Unreal.

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Our REST API requires a unique developer API key for authentication in order to allow make APIs calls.

Set up the Anything World SDK

Step 1:

Download the latest version of the Anything World plugin for Unreal Engine 5 (not the Unity package) from your account pagearrow-up-right in Anything World’s website.

Step 2:

In your file browser, extract the β€œAnythingWorld” plugin folder from the zip file.

Step 3:

In your file browser, copy the β€œAnythingWorld” plugin folder and paste it inside the β€œPlugins” folder of your Unreal project.

Create a folder labeled "Plugins" within the Project Folder.
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Example: if your project is called β€œExample”, it should have a top-level folder called β€œExample”, with folders like β€œContent”, β€œPlugins”, etc., and β€œAnythingWorld” needs to go inside β€œPlugins”. If you don't have a β€œPlugins” folder, create it first.

Step 4:

Open your Unreal project in the Unreal Editor of Unreal Engine 5. In the main menu bar, navigate to β€œEdit” β†’ β€œPlugins” to open the plugins available in your project. In a section called β€œOther”, you should see the Anything World plugin and tick the plugin’s checkbox.

Navigate to Edit button in the tool bar and select the Plugins Option.
You can also search for the Anything World Plugin via the search bar within the Plugins window. Once the Anything World Plugin is enabled, you will receive a prompt to restart the Unreal Engine.

Step 5:

You will then see an β€œAnythingWorld” section in the main menu bar of the Unreal Editor. You can click it to show β€œSettings” and β€œAnything Search”. Click β€œAnything Search”.

After restarting the Unreal Engine, the AnythingWorld menu will appear in the tool bar.

Step 6:

Log in to your Anything World account. Internally, this action will grant the plugin access to your Anything World API key, which is necessary to interact with our server.

Input the credentials used to create your Anything World Account or Sign up through the settings panel to create a new account.

Step 7:

Now you should be able to see the landing page of the Anything World browser, which you may want to dock. You can see the featured models on the top, and other relevant sections of models below, such as those with the highest number of likes and the most used models.

Step 8:

You can search for specific models by entering a query in the text bar and pressing enter. After a small time, results will appear, and you may want to filter and sort them with the available options if you want.

Animated models are noted by the Play icon at the top left corner of the model preview box.

Step 9:

Clicking on any model will add it to your current level, where you can manipulate it as any actor. If the model’s thumbnail in the browser had a play icon in the top left corner, it means it is an animated model, so you will be able to see it playing animations when you play in the level.

The model will be placed in the level upon selection of a model within the Anything World Browser.
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You can access the animations, mesh, materials and textures in the β€œDynamicAssets” folder within the plugin’s content folder, via Unreal’s content drawer.

After importing a model from the Anything Browser a folder will be created containing all the components of the model.
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Select 'Settings' at the top right corner of the Content Drawer then select the 'Show Plugin Content' option.

Step 10:

For the model to be able to move through the model with a simple default random movement behaviour, you need to add a NavMeshBoundsVolume to the level.

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Adjust the location and scale of the volume to cover the walkable surface of the map. You may want to turn on the navigation visualization option pressing β€œP”.

Step 11:

If you now press the play button, you will see how the model moves around!

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After you clicked to place the first model, you may notice a β€œAWMeshManager” was added to the scene. It controls the placement of models in a grid-like fashion, and exposes as editable properties the number of columns and the spacing between rows and columns, that you may edit based on your preferences, as well as the grid origin location.

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