> For clean Markdown of any page, append .md to the page URL. > For a complete documentation index, see https://docs.forboc.ai/ue/installation/llms.txt. > For AI client integration (Claude Code, Cursor, etc.), connect to the MCP server at https://docs.forboc.ai/_mcp/server. # Installation > Install the plugin, build it in your project, and configure the runtime ## 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. > Install the plugin, build it in your project, and configure the runtime