Documentation/Getting Started

Installation

How to install SuperPlacer from Fab, enable it in a project, and which engine plugins it needs.

Installing from Fab

SuperPlacer is installed from Fab as an engine plugin: it goes into the folder of the installed Unreal Engine, not into the project folder. So a plugin installed once is available in every project of that engine version.

  1. Open the SuperPlacer page on Fab or the Fab tab in the Epic Games Launcher.
  2. Install the plugin into the engine and pick its version.
  3. Wait for the installation to finish and start the editor.

The plugin works only in the editor on Windows (Win64). It doesn't get into a packaged project.

Enabling the plugin

After the installation the plugin is off: Unreal Engine doesn't enable engine plugins by itself. Enable it in every project where you need it.

  1. Open the project and choose Edit → Plugins.
  2. Search for SuperPlacer — inside the editor the plugin goes by this name.
  3. Check Enabled.
  4. Restart the editor when it asks you to.
The Plugins window: «SuperPlacer» is typed in the search, the plugin found has the Enabled checkbox checked

After the restart open any level. SuperPlacer turns on by itself: the Stripe UI — a row of buttons — appears at the top of the viewport, and the Column UI — a column of buttons — on the left. What to do next is described in First Steps.

Required and optional engine plugins

Geometry Processing (Beta) is the only required engine plugin. It is enabled together with SuperPlacer.

The Modeling Mode integration is optional. It turns on by itself when all three engine plugins are enabled in the project:

  • Modeling Tools Editor Mode (Beta);
  • Mesh Modeling Toolset (Beta);
  • Experimental Mesh Modeling Toolset (Experimental).

If at least one of them is off, SuperPlacer works fully except the Modeling Mode integration. SuperPlacer doesn't enable these plugins itself: if you need the integration, enable them in Edit → Plugins and restart the editor. Enabling and disabling plugins takes effect only after a restart.

What the integration gives you is described in Modeling Mode.

Note

The Beta and Experimental marks are the status of the plugins in Unreal Engine itself, not of SuperPlacer. That's how the Plugins window shows them.

Supported engine versions

SuperPlacer ships as a separate build for every Unreal Engine version. For the exact list of versions see the product page on Fab: it lists every build you can install.

Building from source

If you build SuperPlacer from source — copy the plugin into the Plugins folder of your C++ project or work with an engine built from source — every build may show three Unreal Build Tool warnings like «Plugin 'SuperPlacer' does not list plugin …».

These warnings are harmless: they are about the optional Modeling Mode plugins and affect nothing. To get rid of them, install the plugin into the engine as described above.

Tip

Blueprint-only projects don't need a build, and they don't get these warnings.