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How to Use

Jared Taylor edited this page Dec 22, 2025 · 14 revisions

Installation

Pre-Compiled Binaries

Important

This is the easy method for new users but not the recommended method
These can be installed either to your project or the engine
These are available for Win64 only
These are only available for the single-cmc branch not main branch

Note

Only the 2 most recent engine versions are included
Pre-Compiled binaries may be delayed, for the quickest access to latest release, use git clone

Download the version that corresponds to the engine version you are using.

Download for 5.7 or Download for 5.6

Create a Plugins folder in your project directory, or you can create it in your Engine's Plugins\Marketplace folder if you would prefer to install to the engine instead. Extract the plugin from the zip file into this folder.

When you load your project, open the Plugins window ( EditPlugins ), and enable PredictedMovement then restart the editor.

Git Clone

Important

This is the recommended method
The plugin needs to be added to your project, and not the engine

Caution

Your project will need to be compiled, so it needs to be a code project

Create a Plugins folder in your project directory if it does not already exist.

For main with separated movement abilities: Use git clone https://github.com/Vaei/PredictedMovement.git and clone it into this Plugins folder.

For single-cmc with a complete character: Use git clone -b single-cmc https://github.com/Vaei/PredictedMovement.git and clone it into this Plugins folder.

If you want Demo Content for single-cmc then Download Content from Releases and unzip to the plugin's Content directory.

Right click your .uproject (not the .uplugin) and Generate Visual Studio project files.

If you attempt to open your project it will ask "The following modules are missing or built with a different engine version".

Click "Yes".

If you get the error "ProjectName could not be compiled. Try rebuilding from source manually.", then open your project in your IDE. This typically means double-clicking the .sln if using Visual Studio. Now compile the project from your IDE. If you get a compiler error then you can find out the reason why it could not compile.

Feel free to @vaei on Unreal Source Discord in the #ue5-general channel for help.

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