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Installation

Manual

  1. Navigate to the root directory of your Unreal project using a file management system or command line and create a Plugins folder (if you don't already have one)

  2. Download & unzip the SequencePlugin. Copy the SequencePlugin folder into the Plugins folder in your Unreal project's root directory.

  3. Launch your project, then allow it to update the UProject Settings.

  4. To find the SequencePlugin content folder in your content drawer enable show plugin content: Content Drawer > Settings > Show Plugin Content

Using Epic Games marketplace

To get started with the Sequence SDK for Unreal, follow the link below.

https://www.unrealengine.com/marketplace/en-US/product/sequence-embedded-wallets

  1. Click "Free" to add the plugin to your purchased Assets
  2. Click "Open in Launcher"
  3. Click "Install to Engine", select the engine version, then "Install"
  4. Open your project in Unreal Editor
  5. Navigate to Edit > Plugins
  6. Search for the SequencePlugin and enable it
  7. Restart the Unreal Editor so the changes can take effect
  8. To find the SequencePlugin content folder in your content drawer enable show engine content: Content Drawer > Settings > Show Engine Content

Adding PrivateDependencyModule

YourProject.Build.cs

In your Project's Build.cs file (where to find) please check the private Dependency module such that it includes "SequencePlugin":

    public SequenceTest(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
        //The line below is what you want
		PrivateDependencyModuleNames.AddRange(new string[] { "SequencePlugin" });
		// Uncomment if you are using Slate UI
		// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
		// Uncomment if you are using online features
		// PrivateDependencyModuleNames.Add("OnlineSubsystem");
		// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
	}