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1. Install and enable MagicUI

The finished project should contain one project-level plugin folder, and Unreal Editor should show MagicUI as enabled.

Close Unreal Editor

Close the editor before copying the plugin. Native plugin libraries can remain loaded while the editor is open, which makes an update look successful on disk while the running editor still uses older files.

Find the project root

The project root is the folder containing your .uproject file. For a project named MyGame, it might look like:

C:\UnrealProjects\MyGame\
├── MyGame.uproject
├── Config\
├── Content\
└── Source\                 (C++ projects only)

Create a folder named Plugins beside the .uproject file if it does not already exist.

Copy the packaged plugin

  1. Open the MagicUI package you received.
  2. Find the folder whose root contains MagicUI.uplugin.
  3. Copy that entire folder to <YourProject>/Plugins/MagicUI/.
  4. Do not add another folder level between MagicUI and MagicUI.uplugin.

Expected project plugin layout

The important test is this exact path:

<YourProject>/Plugins/MagicUI/MagicUI.uplugin

The distributed Binaries, Content, Shaders, Source, configuration, and third-party runtime files belong together. Do not select individual DLLs or mix files from another source or plugin package.

A common extra-folder mistake

This is wrong:

<YourProject>/Plugins/MagicUI/SomePackageName/MagicUI.uplugin

Move the inner plugin folder up so MagicUI.uplugin sits directly beneath <YourProject>/Plugins/MagicUI/.

Launch and enable the plugin

Open the .uproject, then follow this menu path:

EditPluginsSearch: MagicUI
  1. Enter MagicUI in the Plugins window search field.
  2. Select the plugin in the UI category or search result.
  3. Turn on Enabled.
  4. Accept Unreal's restart prompt.
  5. After the editor restarts, return to the Plugins window and confirm the checkbox is still enabled.
Searching the Plugins window shows MagicUI, version 2.0.0, with its Enabled checkbox selected.

Confirm the editor content is visible

This is optional, but it is a useful installation check.

  1. Open the Content Drawer.
  2. Select Settings in the Content Browser.
  3. Enable Show Plugin Content.
  4. Look for the MagicUI Content folder.

The plugin includes local HTML test pages. The main tutorial does not use those pages; it imports your own HTML asset so the same content can cook with your game.

If Unreal asks to rebuild modules

A source-compatible C++ project may offer to compile the plugin. A packaged binary plugin should instead match the exact Unreal version and platform for which it was built. If a packaged plugin reports that its modules are missing or incompatible:

  1. confirm the project is using Unreal Engine 5.8;
  2. confirm you copied the Win64 package on Windows or the Mac package on Apple silicon;
  3. confirm the package was extracted completely; and
  4. obtain a package built for your engine/platform rather than copying native runtime files by hand.

Source control

Treat the distributed plugin as one unit. A team member who checks out the project needs its native runtime files as well as the .uplugin and source metadata. Review broad project-level ignore rules that might accidentally omit the plugin's Binaries or third-party runtime directories.

Next, create the first HTML page.