Installing via the Complete Template¶
The ModularInventoryPlus template project is a fully pre-configured Unreal Engine 5.7 project. All Config files, Gameplay Tags, maps, and settings are already wired up. You only need to add the plugin — no manual config merging required.
Setting up from scratch instead?
If you prefer to start from a blank C++ project and integrate the plugin manually, see Installing into a Blank Project.
Step 1 — Purchase & Download from Fab¶
- Go to Fab.com and purchase ModularInventoryPlus.
- Open the Epic Games Launcher.
- Navigate to Library → Fab Library (or Vault).
- Find ModularInventoryPlus and click Install to Engine.
- Select Unreal Engine 5.7 and confirm.
The plugin downloads to your engine's Marketplace plugins folder:
For example:
Source build vs. Launcher build
If you have a UE 5.7 source build already installed, use that. Right-click the template .uproject → Switch 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 — Get the Template Project¶
Download or clone the ModularInventoryPlus template repository and place it somewhere on your machine:
D:\Dev\ModularInventory\ ← template root
├── ModularInventory.uproject
├── Config\
├── Plugins\ ← plugin goes here
├── Source\
└── ...
Note
The template's Config\ folder is already fully configured. You do not need to copy or replace any config files — everything is pre-set including Staging paths, Gameplay Tags, and all MIP settings sections.
Step 3 — Copy the Plugin into the Template¶
-
Navigate to the downloaded engine plugin:
-
Copy the entire
ModularInventoryPlusfolder into the template'sPlugins\folder:Result:
-
Right-click
ModularInventory.uprojectand select Generate Visual Studio project files.
Step 4 — Open the Project¶
- Open
ModularInventory.uprojectin Unreal Engine 5.7. - Click Yes when prompted to compile the project modules.
- Once the editor loads, go to Edit → Project Settings → Gameplay Tags and confirm all MIP tags are visible.
- Open one of the example maps (e.g.
ThirdPersonTown) to verify the full setup loads without errors.
That's it — the template is ready to use.
What's Pre-Configured¶
| Area | Details |
|---|---|
| Config | All MIP INI sections, Gameplay Tag splits, Staging allowlists, engine and input settings |
| Gameplay Tags | Full tag tree: Abilities, Attributes, Inventory, NPC, Player, UI, World, Misc, LifeSkill |
| Maps | Example area (TPSForest), town (ThirdPersonTown), dungeon instances |
| Game Mode | MIPBaseGameMode wired to example classes |
| Backend URL | Points to 127.0.0.1:3000 by default — change in DefaultGame.ini under [/Script/ModularInventoryPlus.MIPBackendURLSettings] |
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 production server | Server Deployment |