After introducing code plugins to the Unreal Engine Marketplace last month, we’ve rolled out a great selection of free and paid offerings to build up this important aspect of the Unreal Engine ecosystem. Our goal is to give those who are building valuable plugins for Unreal Engine the ability to open up direct access to thier tools, which gives you even more bells and whistles for building amazing projects.

The Marketplace hosts over two dozen free and paid plugins that provide a wide range of extended functionality, from placing visual post-it notes inside levels and remapping input to importing Sketchup content and customizing how bone scaling works. Of course, this is just the beginning, and we are excited for this cornerstone of the Marketplace to steadily grow. If you’re a plugin (or content!) creator and want to be on the Marketplace, feel free to email marketplace-support@unrealengine.com to initiate the process.

Without further ado, here are the latest arrivals. Keep an eye on the Code Plugins category of the Marketplace for all the latest integrations. You can also check out each month’s Marketplace update right here on the blog for a full rundown of new additions.

When it's easy to make content, there’s more time to be creative. A productivity tool built for designers, PlayUp Tools simplifies the process of exporting and importing content by giving SketchUp users an easy and optimized pipeline for porting and placing a level full of components and groups into UE4.

This plugin is the importer piece of the pipeline, and it enables you to process content that has been exported with the PlayUp Tools Plug-in for SketchUp directly through the Unreal Editor.

Modules:

PlayUp (Developer)

Intended Platform: Windows PC

Platforms Tested: Windows 10

Documentation Included: Yes

Important/Additional Notes: This importer works with files generated by the PlayUp Tools Plugin for SketchUp. To try it with a sample export, look in the /Demo folder.

The Extended Standard Library plugin gives you Blueprints that add a lot of functionality, as well as improvements to the Blueprint scripting language.

Of special note is that this plugin can be used in conjunction with a server programmed in Java, like an account server or a match-making server, for example.

To make this possible, Low Entry has implemented functionality such as converting strings to bytes and back, for example, in Java, and they've made the library free and open source! The Java library is available here.

Number of Blueprints: 200+ (changes over time)

Features:

Encoding (int, string, etc to bytes and back)

Hashing (MD5 and SHA1)

Latent Actions (event listeners basically that can be passed around as variables)

Sorting functions for the primitive types (int, string, etc.)

Build and platform nodes (makes it possible to execute code differently based on build, like debug/shipping/etc, and platform, like Windows/Linux/Mac/HTML5/IOS/Android/PS4/XboxOne)

Byte nodes (split, merge, generate random bytes, etc.)

Character nodes (

, \r, etc.)

Delay nodes based on frames (instead of time)

Execution Queue (allows executions to be handled one at a time)

For loops nodes (reversed for loops, for loops with a custom step size, etc.)

Monitor nodes (get primary monitor resolution, get primary monitor work area, etc.)

Window nodes (get and set the window size, position, mode, etc.)

Mouse nodes (get and set the mouse position)

Sound nodes (get and set the volume and pitch)

Local variable node (caches a value)

Crash node (to crash the game)

Pure print node (to debug how many times a pure Blueprint is being called; a pure node is a node without execution pins)

Create object node (to create instances of Blueprint classes)

And more (string generation, exec pins to boolean or int, counter node, tick nodes, etc.)



Intended Platform: All

Platforms Tested: Windows (bugs found on any platform will be fixed)

Documentation Included: Each Blueprint node has a small and meaningful description, which can be viewed in the editor directly.

Important\Additional Notes:

This plugin only uses UE4 C++ code, no other C++ libraries or third-party solutions are being used. This ensures maximum stability and compatibility.

This plugin will constantly gain new features, free of charge.





FixIt improves project workflow by allowing you to visually post notes in-engine!

Modules:

FixItNotePlugin (EditorNoCommandlet)



Features:

Integrated seamlessly into the Epic Framework

Search for notes

Assign priority to notes: high (red), medium (orange), low (yellow)

Assign tags to notes - Assign notes to individuals

Intended Platforms: Windows PC

Platforms Tested: Windows PC

This project contains the Creature 2D Skeletal Animation Tool's plugin, which ships with a user-controllable Fire Breathing Dragon as an example of how to use the plugin. The dragon character is authored using Creature's powerful assortment of Procedural Animation Motors. The normal and ambient occlusion maps are generated using Creature's add-on Sprite Bump Tool. All plugin functions to control, switch and manipulate animation states/information are exposed in the Blueprints system. The dragon character has gameplay logic that runs entirely off Blueprints and the Creature Animation plugin. Using the Creature Animation plugin in conjunction with Creature allows you to easily author high quality 2D Animated Skeletal and Mesh characters in Unreal Engine.

Dragon Sample: github.com/kestrelm/CreatureDemos/tree/master/CreaturePackSample

Dragon Plugin Trailer: youtube.com/watch?v=S01sZY8mTz4&feature=youtu.be

Documentation Included: Yes

Important Note: This plugin and sample support all versions of Windows and Mac.

This plugin comes with everything you need to set up fully functional and game-ready input remapping/rebinding. Included are all of the functions you need for remapping, as well as a demo project that shows the plugin in action (with a playable character). The functions are all well thought out and the code is documented with comments, so that customization is as easy as changing a single line of code! Included in the demo is a fully working controls menu like you might find in a shipped game, that has an area for PC controls, as well as gamepad presets.

Rama's Melee Weapon plugin has these powerful features:

Ability to specify exactly which parts of a weapon’s physics asset deal damage.

Complete control over which parts of a swing animation deal the damage, allowing you to ignore the wind up and wind down from a swing animation, through the use of UE4 animation notifies.

Per-bone accuracy, so you can know exactly which bones of a character mesh were hit by the weapon!

Rama's very own custom PhysX core coding, so that efficient volume shapes are used to represent the weapon’s collision as it swings through the air. This goes deep into Nvidia’s PhysX system with custom code to make the system as efficient and customizeable as possible. There's also a lot of code for drawing PhysX shapes in the editor and during runtime so you can see exactly what the Rama Melee Plugin is doing!

The whole system can be utilized entirely in Blueprints, but the plugin includes all of the source code so you can extend every part of the system, including the hardcore PhysX coding! Rama has published many videos demonstrating the usefulness and mechanics of this plugin.





Skeletronix utilizes profile assets which can be easily customized. Profiles contain several types of bones that can be added. Long bones, such as femurs, will be scaled automatically based on their start and end joints. Spines are constructed out of individual vertebrae and automatically positioned and rotated. All bone types can have their meshes specified in the profile so that you may use meshes other than the ones included. This means that Skeletronix is not limited to human creatures.

Modules:

Skeletronix (Runtime)

Features:

Easy skeleton generation.

Full set of human bone meshes.

Easily customized profile assets.

Full support for custom bone meshes.

Scaled to Epic skeleton: Yes

Number of Materials: 1

Number of Meshes: 18

Do Materials derive from a Master Material with instances as variation: No

Number of Textures: 3

Texture Resolution: 2048x2048, 2048x2048, 2048x2048

Intended Platforms: Windows PC

Platforms Tested: Windows PC

Documentation Included: Yes

The Compression plugin provides you with Blueprints to compress bytes, so they take up less space.

The most important feature of this plugin is that it has also been designed to be used in conjunction with a server programmed in Java, like an account server or a matchmaking server for example. To make this possible, we have also implemented this compression algorithm in Java, which we have made free and open source. The Java library is available here.

Number of Blueprints: 2 (can change over time)

Features:

Compression and decompression of bytes.

Currently only contains the LZF algorithm, more might be added later if there is a need for it.



Intended Platform: All

Platforms Tested: Windows (bugs found on any platform will be fixed)

Documentation Included: Each Blueprint node has a small and meaningful description, which can be viewed in the editor directly.

Important\Additional Notes:

This plugin only uses UE4 C++ code, no other C++ libraries or 3rd party solutions are being used. This ensures maximum stability and compatibility.

In the very worst possible scenario, the LZF algorithm adds 1 byte to the size of the data, since the algorithm adds a boolean at the start of the compressed data to indicate whether the data is compressed or not.





The Json plugin provides you with blueprints to create and parse JSON strings.

Number of Blueprints: 20+ (can change over time)

Features:

JSON stringify and parsing



Intended Platform: All

Platforms Tested: Windows PC (bugs found on any platform will be fixed)

Documentation Included: Each Blueprint node has a small and meaningful description, which can be viewed in the editor directly.

Important\Additional Notes: This plugin only uses UE4 C++ code, no other C++ libraries or 3rd party solutions are being used. This ensures maximum stability and compatibility.

This plugin provides Extend text which is an expanded version of UMG text. Extend Text can designate one UMG text or more Font, Style and Color. For example, one Text Widget expresses rainbow-colored Text. Extend Text uses registering many types. TextOption is a structure that saves the Tag that does not have duplicate information of Font, Style and Color.

Main Features:

You can apply several colors, fonts and styles in one text (in units of letter)

You can change size of text (in units of letter)

Text effects can apply by defining TextOption structure

Similar to using UMG Text

It can be used by using UMG Editor and Blueprint only; C++ is not necessary





Dialogue Plugin allows you to easily create dialogues within UE4 using a node-based editor.

Features:

Voiceover support

Events and conditions

Customizable appearance

Doesn't require third-party software such as Excel

Source code included



Modules:

DialoguePlugin: (Runtime)

DialoguePluginEditor: (Editor)



Technical Features:

A new data asset type "Dialogue"

A custom editor for that data asset, in form of a node-based editor written in Slate

A demo UMG widget used to display the dialogue in game, that can be duplicated and customized by the user

Some icons and node art for the node editor

Intended Platform: Windows PC

Documentation: Yes

The File Manager plugin provides you with Blueprints to be able to interact with the file system.

Number of Blueprints: 70+ (can change over time)

Features:

File system interaction



Intended Platform: All (that support UE4's file manager functionality)

Platforms Tested: Windows PC (bugs found on any platform will be fixed)

Documentation Included: Each Blueprint node has a small and meaningful description, which can be viewed in the editor directly.

Important\Additional Notes: This plugin only uses UE4 C++ code; no other C++ libraries or 3rd party solutions are being used. This ensures maximum stability and compatibility.

The Http Request plugin provides you with Blueprints to make HTTP requests.

Number of Blueprints: 20+ (can change over time)

List of Features:

HTTP requests



Intended Platform: All

Platforms Tested: Windows PC (bugs found on any platform will be fixed)

Documentation Included: Each Blueprint node has a small and meaningful description, which can be viewed in the editor directly.

Important\Additional Notes: This plugin only uses UE4 C++ code; no other C++ libraries or 3rd party solutions are being used. This ensures maximum stability and compatibility.

Savior is a C++ Plugin designed to extend UE4's default SaveGame system, providing easier to use storage framework for developers and designers.

Modules:

Savior (Runtime)

Features:

No Programming Required. Nor C++ neither Blueprints, just add the system to your Levels.

Real Ease of Use. Value your time; no need to create keys, nodes or Actor Components.

SaveGame Flag. Create new variable, click "Show Advanced", check 'SaveGame'.

Auto-Save/Load Option. Automatically Save/Load the whole Level to a Slot file for you.

Easier Filtering. Save/Load Actors with editable filters you can change easily.

Auto-Save/Load Transform. No need to save position or rotation for each Actor, it's done for you.

Dynamic Properties. Save/Load for you Controllers, Characters, Level Blueprint, Game Mode, etc.

Saves Physics. Save/Load Actors' physical properties such as Velocity.

Saves AI. Your AI Controllers with 'SaveGame' flagged variables are auto-saved as well.

Saves Hours Played. Give your players easy indication of their play time.

Saves Completion Rate. Give your players a tip of how far they are from 100% beating the Game.

Slot Management. Plugin curate multiple Save files for Local and Multiplayer profiles for you.

Events. Communication events like 'On Save Game' and 'On Load Game' are implemented for you.



Intended Platforms: Windows PC

Platforms Tested: Windows PC

Documentation Included: Yes

Demo Project (to be used after download of plugin): dropbox.com/s/u1wl7nh1c4y4k6z/SAVIOR_DemoProject.zip?dl=0

Important\Additional Notes: Everything is saved as a common '.sav' file in SaveGame folder

The Socket Connection plugin provides you with Blueprints to connect to and interact with socket servers.

The most important feature of this plugin is that this plugin has been designed to be used in conjunction with a server programmed in Java, like an account server or a match making server for example. To make this possible, Low Entry has also implemented the network algorithm in Java, and they have made the library free and open source! The Java library is available here.

Number of Blueprints: 10+ (can change over time)

Features:

Connecting to a socket server

Sending and receiving messages

Sending function calls and receiving the result

Sending latent function calls, canceling latent function calls, and receiving the result

Enabling/disabling automatic connection validations (pings)

Intended Platform: All

Platforms Tested: Windows PC (bugs found on any platform will be fixed)

Documentation Included: Each Blueprint node has a meaningful and in-depth description, which can be viewed in the editor directly.

Important\Additional Notes: This plugin only uses UE4 C++ code; no other C++ libraries or 3rd party solutions are being used. This ensures maximum stability and compatibility.

The Encryption plugin provides you with Blueprints to encrypt bytes, so they can safely be stored or send across the network.

The most important feature of this plugin is that this plugin has also been designed to be used in conjunction with a server programmed in Java, like an account server or a match making server for example. To make this possible, Low Entry has also implemented this encryption algorithm in Java, and they have made the library free and open source. The Java library is available here.

Number of Blueprints: 2 (can change over time)

Features:

Encryption and decryption of bytes

Currently only contains the AES algorithm, more might be added later if there is a need for it



Intended Platform: All

Platforms Tested: Windows PC (bugs found on any platform will be fixed)

Documentation Included: Each Blueprint node has a small and meaningful description, which can be viewed in the editor directly.

Important\Additional Notes: This plugin only uses UE4 C++ code; no other C++ libraries or 3rd party solutions are being used. This ensures maximum stability and compatibility.

Pyro Video Codec is a self-contained, fast, patent free video codec that's geared for game development. With no need for external dependencies, everything you need to deploy movies in your game is contained in the plug-in, with each supported architecture contained in a small, single dynamically-bound library. No further external codecs, libraries or anything of that nature are required.

Both Pyro's audio and video codec are patent free so you can ship Pyro encoded movies with your games, safe in the knowledge that no royalties are due.

Pyro videos look excellent, even at low bit rates so even though disk usage is much reduced, your movie quality isn't compromised one bit. Image fidelity is not Pyro's only goal though. Utilizing hand optimized SIMD YUV to RGB blitters, Pyro rapidly shuttles the frames from the codec to the Unreal Engine.

Internally, audio is decompressed on demand to conserve memory usage, the movie rendering consisting of two YUV decode buffers so as to also conserve memory usage.

In addition to the plug-in, a suite of companion tools are available at deepcovesoftware.com. Pyro Encoder is used to transcode from your source movie to the Pyro format. Use the app on Windows or OS X and choose between DirectShow (Windows only), QuickTime, or AV Foundation (OS X only) to ingest. Pyro Player is a simple player that lets you check out any movie you've previously encoded.

Modules:

PyroMedia (Runtime)

Intended Platform: Desktop (Android & iOS to follow)

Platforms Tested: Windows, OS X, and Linux

Documentation Included: PDF

Important\Additional Notes: The codec is completely self-contained and no external dependencies are required. For audio, XAudio2 is used for Windows, Core Audio for OS X, and ALSA for Linux. The blitters are optimized using SIMD assembler.

The Vehicles Movement Components plugin contains physical movement components for vehicles with 6, 8, 10, 12, 14, 16 wheels, as well as a Tank. It's easy to use and quickly implementable, and the vehicle creation process is the same as with the default Wheeled Vehicle.

All vehicle wheels are active,and each wheel has Torque and can steer. Tanks have two active caterpillars.

Modules:

VehiclesPlugin (Runtime)



Features:

Easy To Use

Vehicle setup is the same as with default Wheeled Vehicle

Ability to create C++ or Blueprint-based vehicles



Intended Platforms: Windows, OSX, Linux

Platforms Tested: Windows, OSX, Linux

Documentation Included: Yes

Important\Additional Notes: Meshes from screenshots are not included with plugin.

The Path Follow plugin allows any actor to follow any spline path including relative/moving paths. The plugin gives you direct control over location, rotation and speed of following directly inside the Unreal Editor.

Trigger any behavior using path event points.

Prototype rotation along a path with build-in rotation points generator.

Speed points allow for precise control over speed of following. Speed can be changed in runtime too.

Run any script or code when passing event point location.

Visualize and directly manipulate with any rotation, speed and event point (or multiple points) using UE4 editor standard rotation and translation widgets or context menu. Fine tune rotation and speed in UE4 curve editor.

Built-in easing and looping support with seamless support for closed paths. Follower can also look at another scene component during location follow.

Prototype game cut scenes and more easily using the 'LookAt' feature.

Ready for both Blueprint-only and code projects. No need for any C++ code in your project.

Works in VR and on Mobile.

Comes with examples project, detailed documentation and videos to get you started quickly and painlessly.

Modules:

PathFollow (Runtime)



Features:

Follow any spline path, including moving/relative splines

Support for manual (e.g. input driven) following

Direct control over rotation along a spline path with rotation points

Rotation points generator to ease rotation setup

Speed points support for precise control over speed of following, speed can be changed in runtime too

Support for event points - execute any script or code when passing event point location

Visualize rotation, speed and event points in UE4 level editor

Directly manipulate with any rotation, speed and event point (or multiple points) using UE4 standard rotation and translation widgets or context menu

Fine tune rotation and speed curve in UE4 curve editor

Support for global (per path) and local (per follower) rotation, speed and event points

Path trajectory can be changed during runtime

'LookAt' another scene component during location follow, the 'LookAt' target scene component can follow it's own path at the same time

'LookAhead' allows to simulate steering of cars or ships

Location and Rotation update mask - update only axis you need

Visualize a spline path even if it isn't selected and in-game (e.g. for debug purposes)

Path following could be start at any distance on spline path i.e. not just from the start of a spline path

Numerous easing options: linear, circular, ease, exponential, sin

Replay and ping-pong looping with seamless support for closed spline paths

Reverse (from end of a spline path to start) following support

Two handy level editor commands to speed up the workflow - actor locking and PFPathFollower component selector



Intended Platform: All

Platforms Tested: Windows PC

Documentation (including FAQ): Yes

Examples project download: goo.gl/GWpkDP