***

title: Installation
description: 'Install the plugin, build it in your project, and configure the runtime'
slug: ue/installation
---------------------

## Requirements

* Unreal Engine 5.7
* UE 5.7 target settings:
  * `DefaultBuildSettings = BuildSettingsVersion.V6`
  * `IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7`

## Install The Plugin

Copy `ForbocAI_SDK` into your project's `Plugins/` directory:

```text
YourProject/
├── Plugins/
│   └── ForbocAI_SDK/
├── Source/
└── YourProject.uproject
```

Enable it in `.uproject`:

```json
{
  "Plugins": [
    {
      "Name": "ForbocAI_SDK",
      "Enabled": true
    }
  ]
}
```

## Add The Module Dependency

In your module `Build.cs`:

```csharp
PublicDependencyModuleNames.AddRange(new string[] {
    "Core",
    "CoreUObject",
    "Engine",
    "ForbocAI_SDK"
});
```

## Build Settings

In both target files:

```csharp
DefaultBuildSettings = BuildSettingsVersion.V6;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7;
```

## First Runtime Configuration

The plugin persists config in `~/.forbocai.json`. Set the canonical hosted API URL explicitly:

```bash
-run=ForbocAI_SDK -Command=config_set -Key=apiUrl -Value=https://api.forboc.ai
-run=ForbocAI_SDK -Command=config_set -Key=apiKey -Value=YOUR_KEY
```

Other supported keys:

* `modelPath`
* `databasePath`
* `vectorDimension`
* `maxRecallResults`

## Verify The Install

Run the commandlet health check:

```bash
"/Users/Shared/Epic Games/UE_5.7/Engine/Binaries/Mac/UnrealEditor-Cmd" \
  "/Path/To/YourProject.uproject" \
  -run=ForbocAI_SDK -Command=doctor -ApiUrl=https://api.forboc.ai \
  -nosplash -nopause -unattended
```

Expected log shape:

```text
ForbocAI SDK CLI (UE5) - Command: doctor
API Status: online (v...)
```

## Native Runtime Verification

After building, verify that native inference and vector storage are working:

```bash
"/Users/Shared/Epic Games/UE_5.7/Engine/Binaries/Mac/UnrealEditor-Cmd" \
  "/Path/To/YourProject.uproject" \
  -run=ForbocAICommandlet -Command=setup_runtime_check \
  -stdout -nosplash -unattended
```

Expected output (all 4 stages must pass):

```text
[OK] node memory initialized
[OK] embedding runtime initialized
[OK] memory store/recall verified
[OK] cortex initialized and generated a completion
[RESULT] Command completed successfully
```

Models are downloaded automatically on first use — no manual download step is needed.

## ThirdParty Dependencies

The plugin includes pre-built native libraries in `ThirdParty/`:

* **llama.cpp**: SLM inference + embeddings (static libs for Mac/Win64)
* **sqlite-vec**: Vector search via sqlite `vec0` virtual tables

These ship with the plugin. `Build.cs` auto-detects them and sets `WITH_FORBOC_NATIVE=1` and `WITH_FORBOC_SQLITE_VEC=1`. If ThirdParty is missing, the SDK returns proper errors with `UE_LOG` diagnostics — no mock or simulated behavior.

## First C++ Includes

For the current public runtime, start with:

```cpp
#include "RuntimeStore.h"
#include "RuntimeConfig.h"
#include "CLI/CliOperations.h"
```

The current docs and current plugin source are the source of truth for integration shape.
