# Install the plugin (/docs/unreal/install)

The plugin lives in the `why-agency/ls-unreal-plugin` repository on GitHub. Ask the Living Stories team for access.

You need:

- Unreal Engine 5.6 on Windows,
- a C++ project and Visual Studio, because the plugin is compiled with the project.

## Plugin 0.2, from source [#plugin-02-from-source]

Plugin 0.2 connects to Living Stories 0.2. It has no release yet, so build it from the repository:

1. Clone the repository into your project's `Plugins/` folder, so you have `YourProject/Plugins/LivingStoriesPlugin/LivingStoriesPlugin.uplugin`.
2. Build the project from your IDE (Visual Studio or Rider).
3. Open the project in Unreal.

## Plugin 0.1, from the release [#plugin-01-from-the-release]

For stories in Living Stories 0.1, use the `v0.1` release:

1. Download `LivingStoriesPlugin_0.1_Source.zip` from the repository's Releases.
2. Unzip it into your project's `Plugins/` folder, so you have `YourProject/Plugins/LivingStoriesPlugin/LivingStoriesPlugin.uplugin`.
3. Open the project. The editor compiles the plugin on first open.

## On first open [#on-first-open]

The plugin needs these engine plugins, and enables them: Python Editor Script Plugin, Editor Scripting Utilities, Json Blueprint Utilities, HTTP Blueprint, Customizable Sequencer Tracks, Level Sequence Editor and Remote Control. On first load it installs the Python packages it needs.

Then choose **Configure Project** in the Living Stories toolbar menu.
