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Installing into a Blank Project

This guide walks you through purchasing ModularInventoryPlus from Fab and setting it up inside a fresh Unreal Engine 5.7 C++ project.

Prefer a ready-to-go template?

If you want to skip the manual setup, see Install via Template. The template ships with everything pre-configured — just add the plugin and open the project.


Step 1 — Purchase & Download from Fab

  1. Go to Fab.com and purchase ModularInventoryPlus.
  2. After purchase, open the Epic Games Launcher.
  3. Navigate to Library → Fab Library (or Vault depending on your launcher version).
  4. Find ModularInventoryPlus and click Install to Engine.
  5. Select Unreal Engine 5.7 as the target version and confirm.

The plugin downloads to your engine's Marketplace plugins folder:

<UE5.7 install path>\Engine\Plugins\Marketplace\ModularInventoryPlus\

For example:

D:\UE_5.7\Engine\Plugins\Marketplace\ModularInventoryPlus\

Source build vs. Launcher build

If you have a UE 5.7 source build already installed, use that. Right-click your .uprojectSwitch Unreal Engine version → select your source build, then regenerate project files.

If you only have the Launcher (binary) version, that works fine too — you can run and play in editor and package for Windows. You just won't be able to package Linux server binaries, which are needed for dedicated server deployments. See Prerequisites for source build setup if you need server packaging later.


Step 2 — Create a Blank C++ Project

  1. Open Unreal Engine 5.7 from the Epic Games Launcher or your source build.
  2. Choose Games → Blank, select C++ (not Blueprint), and set a target folder.
  3. Set a Project Name — this becomes the folder name that contains your .uproject file.
    Note this name down — you will need it in Step 6.
  4. Click Create.

The project folder structure will look like:

D:\Dev\MyGame\
├── MyGame.uproject      ← your project file
├── Config\
│   └── DefaultGame.ini  ← contains your ProjectID
├── Source\
└── ...

Step 3 — Save Your Project ID

Before copying any config files, open your project's DefaultGame.ini and copy your ProjectID. You will restore it after the config copy.

Open <ProjectRoot>\Config\DefaultGame.ini and find:

[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=4D24FD1B4EE736C329AA628A0ED55A0F

Do not skip this step

The ProjectID is unique to your project. Save it now so you can restore it after the config copy.


Step 4 — Copy the Plugin into Your Project

  1. Navigate to the downloaded plugin folder:

    <UE5.7 install path>\Engine\Plugins\Marketplace\ModularInventoryPlus\
    
  2. Copy the entire ModularInventoryPlus folder into your project's Plugins\ folder (create Plugins\ if it doesn't exist):

    <ProjectRoot>\Plugins\ModularInventoryPlus\
    

    Example result:

    D:\Dev\MyGame\
    ├── Plugins\
    │   └── ModularInventoryPlus\   ← copied here
    ├── Config\
    └── MyGame.uproject
    
  3. Right-click your .uproject file and select Generate Visual Studio project files.


Step 5 — Copy the Plugin Config into Your Project

The plugin ships a copy config tree under Resources\Config\. Copy it over your project's Config\ folder:

  1. Open the source folder:

    <ProjectRoot>\Plugins\ModularInventoryPlus\Resources\Config\
    
  2. Select everything inside (DefaultGame.ini, DefaultEngine.ini, DefaultInput.ini, DefaultGameplayTags.ini, DefaultGameplayTagsList.ini, Tags\, etc.).

  3. Paste into your project's Config\ folder and choose Replace All when prompted:

    <ProjectRoot>\Config\
    

What the plugin config includes

  • All MIP settings sections ([/Script/ModularInventoryPlus.*])
  • Gameplay Tag engine settings and all split tag files under Config\Tags\
  • Engine subclass, collision channels, and networking settings (DefaultEngine.ini)
  • Enhanced Input component setting (DefaultInput.ini)
  • [Staging] allowlists so tag INIs are included in packaged builds

Step 6 — Restore Your Project ID

After the copy, your DefaultGame.ini will have been replaced by the plugin version (which intentionally omits the identity block). Add your ProjectID back at the very top of the file:

Open <ProjectRoot>\Config\DefaultGame.ini and insert at line 1:

[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=4D24FD1B4EE736C329AA628A0ED55A0F

Replace 4D24FD1B4EE736C329AA628A0ED55A0F with your own ProjectID that you saved in Step 3.

Tip

Keep ProjectName, CopyrightNotice, and ProjectVersion too if you had them set in your blank project. The full block looks like:

[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=YOUR_PROJECT_ID_HERE
ProjectName=My Game
CopyrightNotice=Copyright 2025 My Studio. All Rights Reserved.
ProjectVersion=1.0.0


Step 7 — Update Staging Paths to Your Project Name

The plugin config uses the placeholder YOURPROJECT in [Staging] entries. These paths tell UE which tag INI files to include in packaged/cooked builds — and they must use your exact project folder name.

Open <ProjectRoot>\Config\DefaultGame.ini and find the [Staging] section:

[Staging]
+AllowedConfigFiles=YOURPROJECT/Config/Tags/GameplayTags.Abilities.ini
+AllowedConfigFiles=YOURPROJECT/Config/Tags/GameplayTags.Attributes.ini
+AllowedConfigFiles=YOURPROJECT/Config/Tags/GameplayTags.Inventory.ini
+AllowedConfigFiles=YOURPROJECT/Config/Tags/GameplayTags.World.ini
+AllowedConfigFiles=YOURPROJECT/Config/Tags/GameplayTags.NPC.ini
+AllowedConfigFiles=YOURPROJECT/Config/Tags/GameplayTags.UI.ini
+AllowedConfigFiles=YOURPROJECT/Config/Tags/GameplayTags.Player.ini
+AllowedConfigFiles=YOURPROJECT/Config/Tags/LifeSkill.ini
+AllowedConfigFiles=YOURPROJECT/Config/Tags/GameplayTags.Misc.ini

Replace every YOURPROJECT with the name of your project folder — the directory that contains your .uproject file.

Example: if your project is at D:\Dev\MyGame\MyGame.uproject, your folder name is MyGame:

[Staging]
+AllowedConfigFiles=MyGame/Config/Tags/GameplayTags.Abilities.ini
+AllowedConfigFiles=MyGame/Config/Tags/GameplayTags.Attributes.ini
+AllowedConfigFiles=MyGame/Config/Tags/GameplayTags.Inventory.ini
+AllowedConfigFiles=MyGame/Config/Tags/GameplayTags.World.ini
+AllowedConfigFiles=MyGame/Config/Tags/GameplayTags.NPC.ini
+AllowedConfigFiles=MyGame/Config/Tags/GameplayTags.UI.ini
+AllowedConfigFiles=MyGame/Config/Tags/GameplayTags.Player.ini
+AllowedConfigFiles=MyGame/Config/Tags/LifeSkill.ini
+AllowedConfigFiles=MyGame/Config/Tags/GameplayTags.Misc.ini

Warning

If you skip this step, Gameplay Tags defined in the split Config\Tags\*.ini files will be missing from packaged builds even though they work in the editor.


Step 8 — Open the Project and Verify

  1. Open your .uproject in Unreal Engine 5.7.
  2. The editor will prompt you to compile — click Yes to build the module.
  3. After loading, go to Edit → Project Settings → Gameplay Tags and confirm that all MIP tags are visible.
  4. Check the Output Log for any missing tag or config warnings.

Next Steps

What Link
Register accounts & create characters for PIE Account & Character Setup
Run the backend locally Running the Backend
Set up Minikube & Agones for multiplayer Installing Minikube & Agones
Deploy to a server Server Deployment