Prerequisites:
- Unreal Engine 5.0 or higher
- C++ project (Blueprint-only projects not currently supported)
- Git installed on your system (if cloning from GitHub)
1. Clone the Plugin
- Navigate to your project's root directory and clone the plugin into the Plugins folder:
cd YourProject
mkdir Plugins
cd Plugins
git clone https://github.com/neocortex-link/neocortex-unreal-sdk Neocortex
Your project structure should look like:
YourProject/
├── Content/
├── Source/
├── Plugins/
│ └── Neocortex/
│ ├── Neocortex.uplugin
│ └── Source/
└── YourProject.uproject
2. Enable the Plugin
- Open your project's .uproject file in a text editor
- Add the plugin to the Plugins array (create it if it doesn't exist):
{
"FileVersion": 3,
"EngineAssociation": "5.x",
"Plugins": [
{
"Name": "Neocortex",
"Enabled": true
}
]
}3. Add Plugin Dependency
- Open your project's Source/YourProject/YourProject.Build.cs and add "Neocortex" to your module dependencies:
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Neocortex" // Add this line
});
4. Generate Project Files
- Right-click your .uproject file and select Generate Visual Studio project files (Windows) or Generate Xcode project (macOS).
5. Compile the Project
- Open the generated solution/project file and build your project. The plugin will compile automatically.
- Alternatively, use the command line:
Windows:
"C:\Program Files\Epic Games\UE_5.x\Engine\Build\BatchFiles\Build.bat" YourProjectEditor Win64 Development "path\to\YourProject.uproject"
macOS:
/Users/Shared/Epic\ Games/UE_5.x/Engine/Build/BatchFiles/Mac/Build.sh YourProjectEditor Mac Development "path/to/YourProject.uproject"
6. Verify Installation
- Launch your project in the Unreal Editor. Navigate to Edit > Plugins and verify that Neocortex appears in the installed plugins list with a checkmark.
To start using the Neocortex Unreal SDK, you need to initialize it with your Neocortex API key. You can create a new API key from the Neocortex Dashboard by going to the API Keys page.
- Create a new API key and copy it
- Open your Unreal project
- Go to
Edit > Project Settings > Game > Neocortex - Paste the API key in the API Key field and save the project
- Open one of the Neocortex sample maps located at
Plugins/Neocortex/Content/Samplesfor exampleSampleChat.umap - In the outliner, find the
BP_DemoNeoAgentactor and select it - Select the NeocortexSmartAgent component and set the Project ID to your desired Neocortex project
- Play the scene and interact with the agent using the text chat UI or voice input button
- Enable permissions in Config/DefaultEngine.ini: [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] bEnablePermissionsSupport=True
- Add microphone permission to your Android APL file (create YourProject/Build/Android/APL_armv7.xml if it doesn't exist):
<?xml version="1.0" encoding="utf-8"?>
<root xmlns:android="http://schemas.android.com/apk/res/android">
<init>
<setBool result="bSupported" value="true"/>
</init>
<androidManifestUpdates>
<addPermission android:name="android.permission.RECORD_AUDIO"/>
</androidManifestUpdates>
</root>Add to Config/DefaultEngine.ini:
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
bEnableMicrophoneUsageDescription=True
MicrophoneUsageDescription="This app needs microphone access for voice recording"No code changes needed. Users must grant microphone access through OS privacy settings: Windows: Settings > Privacy > Microphone macOS: System Preferences > Security & Privacy > Microphone The OS handles permission dialogs automatically on desktop platforms.
- Ensure the .uplugin file exists in Plugins/Neocortex/
- Regenerate project files
- Check YourProject.uproject has the plugin enabled
- Verify Neocortex is added to your .Build.cs file
- Clean and rebuild the solution
- Check Unreal Engine version compatibility (5.0+)
- Check OS-level microphone permissions
- On mobile, ensure manifest/plist entries are correct
- Review logs for permission warnings
To update to the latest version:
cd YourProject/Plugins/Neocortex
git pull origin main
Then regenerate project files and recompile.