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Here at Lightact, we maintain a few UE4 plugins. At the time of writing, there are 2 of them: Spout-UE4 (forked from AleDel’s original) and Lightact-UE4. Spout-UE4 takes care of the texture sharing via spout and Lightact takes care of variable sharing and other things. They are all accessible on our Github page, so let’s head over there and download both plugins.

download lightact github plugins

You do that by clicking on the green Clone or download button and then on Download ZIP.

You will have ended up with 2 ZIP archives, which you should extract. When you extract them, copy the folders into a Plugins folder of your UE4 (not Lightact) project.


If you don’t have a Plugins folder in your project folder yet, just create one.

It helps if your UE4 project is 4.19 or above and is either a C++ project or a Blueprint project with already some C++ classes in it (they should appear in the Content Browser in the Unreal Editor).

Building the plugins

After you’ve copied the plugins into the Plugins folder, right click on your .uproject file and then select Generate Visual Studio project files. Please make sure both Unreal Editor and Visual Studio are closed.


Then, double-click your .uproject file (or try to open the project through Epic Launcher).


You’ll probably receive a warning saying that the plugins need to be rebuilt. This is normal and expected. Click Yes.


This process may take a few minutes. After it is done, the project will open in Unreal Editor.

Enabling the plugins

Before the plugins will work we need to enable them.


We do that by clicking on Settings and then on Plugins.

lightact unreal engine plugins enabled

In the window that opens, on the left side, click on Project and make sure both Enabled checkboxes in Lightact and Spout Plugin are checked. On the bottom right you’ll probably see a notification that Unreal Editor needs to be restarted. If so, click on Restart Now.


You’ll probably see another Missing modules warning – this time for Spout plugin. Click on Yes, the same as before and wait for the build process to finish.

Final check

To check if all the plugins are enabled correctly, open the level blueprint by first clicking on Blueprints and then on Open Level Blueprint.

open level blueprint

In the level blueprint, we are going to check if the required nodes are available.


To check if Lightact plugins nodes are available, right-click somewhere in the empty area and check if there is a Lightact category. If it is, great. Now, type in Spout in the Search box and you should see a bunch of Spout nodes.


If everything is, as shown above, you’ve installed UE4 plugins correctly.


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