Setting Up the Unreal SDK #

This tutorial can be run against a new Unreal C++ project or a preexisting one.

Create a new project (optional)
  1. Launch Unreal Engine 4 from the Epic Games Launcher.

  2. From the Select or Create New Project window in the Unreal Project Browser, choose Games and click Next.

  3. For the Select Template step, choose Blank and click Next.

  4. For the Project Settings step, choose C++. Name the project PragmaIntegration, then click Create Project.

Prepare the Unreal plugin #

  1. Create a Plugins folder in the root of your Unreal project using File Explorer.

  2. Copy pragma-engine/sdk/unreal4/ to the Plugins folder you just created.

  3. Open the script and modify as follows:


  • Change the value of SOURCE_ENGINE_GITHUB_REPO to point to your Pragma Engine repo.


  • Change the path to PragmaSDK.

  1. Run in Git Bash from the directory where you copied the script. Confirm that the PragmaSDK folder now exists in your Plugins directory.

  2. Open your Unreal Project’s Config/DefaultGame.ini and add the following configuration information to the bottom:

  3. Open Source/[Project Name]/[Project Name].Build.cs and add PragmaSDK to the PublicDependencyModuleNames array:

    PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PragmaSDK" });

Set up Rider in Unreal Editor #

We recommend using Rider, which requires additional setup.

  1. In Unreal Editor, click the Edit menu, then Editor Preferences….
  2. In the left panel of the Editor Preferences window, click Source Code under the General heading. Select Rider from the Source Code Editor dropdown, then click Set as Default. Accept all the dialog boxes that appear.
  3. Close and reopen Unreal Editor to make the source code editor changes take effect. Upon relaunching Unreal Editor, if asked to rebuild missing modules, click Yes.
  4. Refresh your code from the Unreal Editor File menu.
  5. Open the [Project Name].uproject file in Rider.
We’ve found Rider to be more compatible with Unreal for this guide. You can also use Visual Studio, but may encounter different setup requirements.