Installation

Requirements

Before installing the Adaptive Recoil & Spread plugin, ensure your project meets the following requirements:

  • Unreal Engine 5.1 or newer

  • Blueprint-only or C++ project

  • Visual Studio 2019 or newer (for Windows developers)

  • Xcode 13 or newer (for macOS developers)

Installation Methods

Method 1: Marketplace Installation

  1. Purchase and download the plugin from the Unreal Engine Marketplace

  2. Open the Epic Games Launcher

  3. Navigate to the "Library" tab

  4. Find "Adaptive Recoil & Spread" in your purchased assets

  5. Click "Install to Engine" or add it directly to your project

If plugin already purchased, there is no need for the manual method, but you can still use the manual method.

Method 2: Manual Installation

1. Copy Plugin Files

  1. Download the plugin package from the Marketplace or your provided source

  2. Navigate to your project's root directory

  3. Create a "Plugins" folder if it doesn't already exist

  4. Extract the plugin files into a new folder named "AdaptiveRecoilSpread" inside the "Plugins" folder

  5. Your directory structure should match:

YourProject/
├── Plugins/
│   └── AdaptiveRecoilSpread/
│       ├── AdaptiveRecoilSpread.uplugin
│       ├── Config/
│       ├── Content/
│       ├── Resources/
│       └── Source/

2. Regenerate Project Files

  1. Right-click YourProject.uproject

  2. Select Generate Visual Studio Project Files This ensures the plugin is recognized by Unreal Build Tool (UBT).

3. Verify Plugin Activation

  1. Open the project in Unreal Editor

  2. Go to Edit → Plugins

  3. Search for "Adaptive Recoil & Spread" under the "Installed Code Plugin" tab

  4. Ensure the plugin is Enabled (checkbox marked) ⚠️ If prompted, restart the editor to apply changes.

Verifying Installation

After installation, you should see:

  1. New asset types in the Content Browser (right-click → Recoil & Spread Recoil Pattern and Spread Pattern)

  2. New components (ARSWeaponComponent or ARSRecoilSpreadManager) are available

  3. Custom asset editors accessible when opening Recoil or Spread pattern assets

Plugin Structure

The installed plugin contains:

  • AdaptiveRecoilSpread.uplugin: Core plugin descriptor

  • Config/: Plugin configuration files

  • Source/: Plugin source code

    • ARS/: Core runtime module

    • ARSAssetEditor/: Custom asset editors implementation

    • ARSEditor/: Editor extensions and tools

Plugin structure should see like that, in you ide

Troubleshooting Common Issues

This section addresses frequent integration challenges and their solutions. For unresolved issues or feedback, our developer community is ready to assist.

"Plugin Not Found" Error?

  • Ensure the plugin folder is directly in /Plugins/, not nested further

  • Example of WRONG path:

    Copy

    /Plugins/MyPlugins/AdaptiveRecoilSpread/ ← Nested too deep!  

Compilation Failures?

  • Confirm AdaptiveRecoilSpread is added to PublicDependencyModuleNames in YourProject.Build.cs:

    // YourProject.Build.cs  
    PublicDependencyModuleNames.AddRange(new string[] {  
        "AdaptiveRecoilSpread",  
        //... other modules  
    });  

Need Further Help?

🐞 Encountering undocumented issues? 💬 Have suggestions for improving the integration? Join our official support Discord server for real-time assistance from the plugin developers and community experts.

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