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02. Installation

David Parra edited this page Jan 16, 2026 · 1 revision

How to install

If downloaded via the Marketplace/FAB, installation is already done and the plugin should just be enabled via the “Plugins” menu (An engine restart will be required).

3_Installation

For installing PaperZD as a “Project Plugin”, follow the same steps that on any plugin, simply add the plugin inside a folder called “Plugins” inside your project folder.

Installation of extensions can be performed by adding “Plugin Extensions”, which are intermediary plugins that give PaperZD the ability to manage other types of animation sources besides Paper2D. Due to the nature of these tools being external to the engine, said extensions cannot be provided in the marketplace and must be installed separately (More information in the “Adding support for custom animation sources” TODO: Link section).

Important Notes

Note for "Blueprint Only" Projects

ℹ️ For any project using C++ plugins, the user needs to be able to compile the projects. This requires having a valid VisualStudio and > toolchain installations even on Blueprint Only projects.

Note for C++ users:

ℹ️ If you require importing and using the PaperZD classes in your game project (like inheriting from PaperZDCharacter or creating custom notifies in c++), then the “PaperZD” module should be added on your project’s “PublicDependencyModules” otherwise a linker error will trigger.

Note for v1.0 users:

ℹ️ Whenever the system loads an AnimationBlueprint that was created with a previous version (v.1.4.3) for the first time, it will update it and create an “Animation Source” for it, while also re-targeting every AnimSequence to now have said object as parent. Due to the nature of Unreal Engine’s Loading protocols, we cannot force the packages to save and can only mark them dirty, it is up to the user to ensure they are properly saved.

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