Installation
The requirements, the clone, the build, the module dependencies for C++ callers, and what the two modules are.
Table of contents
- Requirements
- Clone and build
- Modules
- Module dependencies
- Verification
Requirements
| Engine | Unreal Engine 5.7 or 5.8 |
| Platform | Win64 |
| Project type | C++ |
| Toolchain | Visual Studio 2022 with the Game development with C++ workload |
Those are the only combinations built and tested; others are not verified. Unreal Engine 5.5 and 5.6 do not compile.
The project has to be a C++ project. The plugin is distributed as source and compiled together with your project, so a Blueprint-only project will not build it; add one C++ class through Tools → New C++ Class first.
Clone and build
From the root of your project, clone the repository into
Plugins/:git clone https://github.com/StillCooking/StillCooking_Tools.git Plugins/StillCooking_ToolsThe directory name is not significant to the engine; keeping
StillCooking_Toolslets the update command in Updates work as written.Without Git, download the repository as a ZIP, unpack it into
Plugins/, and rename the unpacked folder (GitHub appends the branch name, e.g.-main) toStillCooking_Tools.Right-click the
.uprojectand choose Generate Visual Studio project files.Build in the Development Editor configuration.
Open the editor. A plugin in
Plugins/is enabled automatically; you do not need to list it in your.uproject. If you toggled it by hand in the Plugins browser, restart the editor.
Modules
| Module | Type | What it does |
|---|---|---|
StillCookingCore | Runtime | Everything that runs in the game: USCTickableObject, USCConsoleCommandRegistrySubsystem, the four Flow nodes and the C++ cores under them, LogStillCooking. |
StillCookingCoreEditor | UncookedOnly | The Print String Formatted graph node. |
Neither module needs an entry in your .uproject. They do not both survive packaging:
which module exists in which build configuration,
and why the editor one has to be UncookedOnly.
Module dependencies
If you use the classes from C++ — deriving from USCTickableObject, calling the console registry, or driving a Flow core directly — add the runtime module to your own module’s
Build.cs:
PublicDependencyModuleNames.AddRange(new string[] { "StillCookingCore" });StillCookingCore lists Core, CoreUObject and Engine as public dependencies, so linking
it brings those along. The public headers are under Source/StillCookingCore/Public/ — for the
tickable object, #include "Objects/SCTickableObject.h"; each reference page names its own.
If you work only in Blueprints, you skip this step entirely — every node and every
Blueprintable class works with no changes to Build.cs.
Nothing links against StillCookingCoreEditor, and there is no reason to add it anywhere.
Verification
The plugin has no menu entry and no project settings, so the check is in the Blueprint editor:
open any actor’s event graph, right-click, and search for For Each Index With Delay. If the node
is there under StillCooking|Flow, the runtime module built and loaded. Two more checks, one of
them for the editor module, are in Verification.