Download, Installation and Packaging

How to download and install the Off World Live Toolkit for Unreal Engine and package it with your projects/ apps

Last updated 1 day ago

How to Register an Account

  1. Go to the Download Center and click Free Download:

  2. Enter your email, use case and agree to the EULA, and click Download:

  3. The plugin will automatically start downloading and you are now registered to use the Toolkit:

  4. If you have signed up with an email (not google SSO) please validate your email address to continue using the Toolkit.

  5. You can now installer the Toolkit using the installer or zip.

System Requirements

  • Our software is only compatible with Windows 10 or 11, no other operating systems are supported.

  • In general you can use NVIDIA, AMD and Intel GPUs but we recommend to use NVIDIA and our Media Output Encoder is only compatible with NVIDIA GPUs.

  • You will be able to use our software with the equivalent of 10-series NVIDIA GPUs onwards but if you want to do high performance streaming and rendering we recommend more advanced hardware.

  • A suggested personal machine would be: 5090 NVIDIA GPU, 9950X3D AMD CPU, 96GB DDR5 AMD EXPO compatible RAM >5600Mhz (2 DIMM sticks) plus other components with comparable performance.

Installation using the Installer

Using the installer will install the plugin to the Engine folder of your Unreal Engine version. If you need to package your project then you will need to install the plugin to the Project folder using the zip file installation method.

  1. Select the Installer for the Plugin version you need from the Download Center:

  2. Click Free Download and input your login/ sign-up details if required:

  3. Find the Installer in your Downloads folder and double-click:

  4. If the Windows Smart Defender warning arises click More info and then Run Anyway:

  5. Click through to the Installer and the click Next to begin:

  6. Read and accept the EULA:

  7. Click Browse if your Unreal Engine is not installed in your C Drive:

    1. The Toolkit needs to be in: [YOURDRIVE]:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Runtime\OWL

    2. Then click Next:

  8. Double check that the install location is correct (the correct Drive where you have Unreal Engine installed) and click Install:

  9. Click Finish to exit the Installer:

  10. You can now open Unreal Engine and go to Edit> Plugins> Media Production and make sure that the Toolkit is Enabled. If it isn't you will be requested to restart.

  11. Now when you open your Project you will see the Off World logo in your Editor and you are ready to go!

Installation using the Zip folder

  1. Download the zip file of the Toolkit version you need from the Download Center:

  2. Extract the contents of the zip to either the Plugins folder of your Unreal Engine Project or to this folder in your Unreal Engine: [YOURDRIVE]:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Runtime\OWL:

  3. You can now open Unreal Engine and go to Edit> Plugins> Media Production and make sure that the Toolkit is Enabled. If it isn't you will be requested to restart.

  4. Now when you open your Project you will see the Off World logo in your Editor and you are ready to go!

Installing to a Custom Build of Unreal

  1. Build your custom engine build.

  2. Open any plugin directory inside /Engine/Plugins - for example: Engine\Plugins\Runtime\ActorLayerUtilities.

  3. In that plugin directory, go to Binaries/Win64/UE4Editor.modules :

  4. Open the file UE5Editor.modules in a text editor (i.e. Notepad):

  5. Copy the line that starts with BuildId eg "BuildId": "e3b09bf6-25f4-43d8-8fb2-dd2cde67fefe":

  6. Open the Toolkit folder in your Engine plugins directory and to go Binaries/Win64/UE5Editor.modules:

  7. Open the UE5Editor.modules file in a text editor (i.e. Notepad) and replace the line that starts with BuildId with the one copied in point 5 above.

  8. Open your custom engine build and you should see the Live-streaming Toolkit icon in your Editor as normal:

Problem: Modular Build Failure (DLL/Module Mismatch)

When attempting a modular build (where modules are compiled into separate DLLs), you may encounter errors stating that modules are missing or were built with a different engine version.

The Root Cause

  • Intermediate Incompatibility: Unreal intermediate files (.obj, .pch) are not compiler-agnostic. If intermediate files were generated with one version of the Visual Studio toolchain (e.g., 14.38) and you attempt to link them using a different version (e.g., 14.44), the build will fail.

  • Modular vs. Monolithic: While monolithic builds (common for final game shipping) package everything into a single executable, modular builds (common for Editor and development) rely on UnrealEditor.modules and UnrealGame.modules to map descriptors to specific DLLs.

  • Missing Binaries: If UnrealGame.modules exists but points to DLLs that don't exist in your Binaries/Win64 folder, the build system is likely trying to reference files that were never generated because the build process was interrupted or failed due to a toolchain mismatch.

Actionable Steps for Resolution

  1. Verify Your MSVC Toolchain Version:

    1. Ensure that your local machine and any build agents are using the exact same MSVC compiler version used to create the engine intermediates.

    2. Role Required Version (Example): Compiler Toolchain: MSVC v143 - VS 2022 C++ (v14.38.33130), Windows SDK: Windows 10.0.22621.0

    3. How to check your version: Open the Developer Command Prompt for VS 2022 and run:cl /version

  2. Sync Toolchains via VS Installer:

    1. If your versions do not match, do not simply update to the latest. You must install the specific version required:

    2. Open Visual Studio Installer.

    3. Select Modify on your VS 2022 installation.

    4. Go to the Individual Components tab.

    5. Search for the specific MSVC version (e.g., MSVC v143 - VS 2022 C++ x64/x86 build tools (v14.38-17.8)).

    6. Install and ensure older/newer versions aren't overriding the path.

  3. Clean and Regenerate Project Files:

    1. Once the compilers are aligned, you must clear the "poisoned" intermediates:

    2. Delete the following folders in your project root:Binaries/Intermediate/DerivedDataCache/

    3. Right-click your .uproject file and select Generate Visual Studio project files.

  4. Force a Rebuild of the Game Target

    1. Since UnrealGame.modules is often generated during the packaging process, you need to ensure the game target is explicitly built:

    2. Open your .sln in Visual Studio.

    3. Set your configuration to Development Game (or Development Editor if testing in-engine).

    4. Right-click your project in the Solution Explorer and select Rebuild.

    5. Verify that DLLs now appear in Binaries/Win64 and that UnrealGame.modules correctly maps to them.

Summary Checklist

  • [ ] Compiler Match: Machine A and Build Agent B are using the same MSVC minor version.

  • [ ] Intermediate Purge: Intermediate/ and Binaries/ folders were deleted before the new build.

  • [ ] Modular Check: If building modularly, verify the .modules JSON file contains the correct DLL names found in the directory.

If you are working with a provided zip archive of an engine fork, verify if the provider intended for a Monolithic build. If they only provided intermediates for monolithic, you cannot build Modular without a full source recompile.

On reverting from Modular linkage to Monolithic linkage, you must add the following lines to your game's Target.cs file:
bOverrideBuildEnvironment = true;
BuildEnvironment = TargetBuildEnvironment.Shared;

Packaging or installing with Visual Studio

General Rules

  1. Your project must be a C++ (not Blueprint) project in order to package successfully in UE5 onwards. Please see instructions below.

  2. Please ensure that the Unreal Engine Media IO Framework plugin is active in your project. You can find this in the Unreal Engine plugins list.

  3. The Toolkit plugin must be in your Project Plugins folder, not the Engine> Plugins > Runtime folder, which is where it is put when you use our Installer.

  4. Full Rebuild must be unticked in Project Settings> Packaging.

Converting to a C++ Project

If your Project is a Blueprint Project (not C++) please convert to a C++ project using this guide before trying to package with the plugin.

Adding Plugin to your Project Folder

If your Project is already a C++ Project please ensure the plugin is in your Project folder and is removed from your Engine folder as follows:

  1. If you have used the installer, the Toolkit will be in your Engine plugins folder. This is normally in your C Drive but if you have Unreal installed somewhere else it will be there. The file path is:

    1. Inside the Runtime folder you will find the Toolkit folder:

    2. Cut this from the Runtime folder.

  2. Open the Unreal Project folder and check if there is already a Plugins folder inside.

    1. If there is no Plugins folder in your Unreal Project folder then create a new one:

  3. Go to the Downloads Center and download a fresh zip file of the Toolki and unzip it and place it in the Project Plugins folder.

  4. In Unreal go to Packaging in your Project Settings and ensure that Full Rebuild is not ticked:

  5. Now you should be ready for packaging!

Packaging with a Source Build of Unreal

If you are using a Source/ Custom build of Unreal (in addition to the points above):

  • In your project .target.cs file add the following line: BuildEnvironment = TargetBuildEnvironment.Shared;

  • You can also add "bOverrideBuildEnvironment = true;" if your project complains about bUseLoggingInShipping being set

N.B: The Toolkit will not package successfully in the Test mode available with Source Builds.