Directive Utilities is a code plugin. It contains runtime, Blueprint compiler, editor, and test modules. See Compatibility for their target boundaries and supported platforms.
- Use Unreal Engine 5.6, 5.7, or 5.8.
- Close the editor before copying or replacing the plugin folder.
- If your project already has an older
UDCoreplugin folder, remove it before installingDirectiveUtilities. - C++ projects compile the plugin with the project. Blueprint-only projects may need to let the editor compile the plugin on first launch.
- Close the Unreal Editor.
- Open GitHub Releases, choose the plugin version you need, and download its archive for your Unreal Engine version.
- Extract the archive to
YourProject/Plugins/DirectiveUtilities. Confirm thatDirectiveUtilities.upluginis directly inside that folder. - Open the project, enable
Directive Utilities, and restart the editor.
Release packages are already compiled for the engine version named in the archive. If no package matches your engine version, install the source with Git.
git clone https://github.com/UnrealDirective/DirectiveUtilities.git DirectiveUtilities- Copy the
DirectiveUtilitiesfolder into your project'sPlugins/directory. - Open the project, go to
Edit→Plugins, search forDirective Utilities, and enable it. - Restart the editor. For a C++ project the modules build automatically; for a Blueprint-only project, allow the editor to compile the plugin when prompted.
Once enabled, the Directive Utilities Blueprint nodes appear under the Directive Utilities|... categories in any Blueprint graph. See the Node Reference for the full list.
For C++ projects, also confirm your .Build.cs file references the module you need:
PublicDependencyModuleNames.AddRange(
new string[]
{
"DirectiveUtilitiesRuntime",
});Only add DirectiveUtilitiesEditor from editor modules or editor-only targets.
- Remove the old
UDCoreplugin folder fromPlugins/. - Install the current plugin folder as
DirectiveUtilities. - Open the project and allow Blueprint assets to load. Bundled Core Redirects migrate saved references from the 1.x names.
- For C++ projects, update module names, include paths, class names, and API macros to the Directive Utilities names.
- The plugin does not appear in the Plugins window: confirm the folder is
YourProject/Plugins/DirectiveUtilities/DirectiveUtilities.uplugin. - A C++ project fails to compile: check that the project targets a supported engine version and that module names use
DirectiveUtilitiesRuntimeorDirectiveUtilitiesEditor. - Blueprint nodes are missing: restart the editor after enabling the plugin, then search the Blueprint palette under
Directive Utilities|. - Packaged game build fails after adding editor helpers: move any
DirectiveUtilitiesEditordependency into an editor module or editor-only target.