Installation

The requirements, the clone, the build, the module dependencies for C++ callers, and what the two modules are.

Table of contents
On this page
  • Requirements
  • Clone and build
  • Modules
  • Module dependencies
  • Verification

Requirements

EngineUnreal Engine 5.7 or 5.8
PlatformWin64
Project typeC++
ToolchainVisual 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

  1. From the root of your project, clone the repository into Plugins/:

    git clone https://github.com/StillCooking/StillCooking_Tools.git Plugins/StillCooking_Tools

    The directory name is not significant to the engine; keeping StillCooking_Tools lets 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) to StillCooking_Tools.

  2. Right-click the .uproject and choose Generate Visual Studio project files.

  3. Build in the Development Editor configuration.

  4. 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

ModuleTypeWhat it does
StillCookingCoreRuntimeEverything that runs in the game: USCTickableObject, USCConsoleCommandRegistrySubsystem, the four Flow nodes and the C++ cores under them, LogStillCooking.
StillCookingCoreEditorUncookedOnlyThe 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.