Install
Add Intent Forge to a UE 5.7+ project in under 5 minutes. Two paths — release zip or git submodule.
[ Install ]
Drop it in, restart, done
Intent Forge ships as an Unreal plugin you drop into your project's Plugins/ directory. No engine fork, no marketplace install required, no separate runtime to ship on consumer machines.
Path A — Release zip (recommended)
The fastest path. Grab the latest release, drop it in, restart the editor.
-
Open the Releases page and download the Source code (zip) of the latest release.
-
Extract the archive into your project's
Plugins/directory so you end up with:<YourProject>/ <YourProject>.uproject Plugins/ IntentForge/ IntentForge.uplugin Source/... -
If your project doesn't already have a
Plugins/folder, create it. UE picks it up automatically next time the project opens. -
Right-click your
.uprojectfile → Generate Visual Studio project files (Windows) or Generate Xcode project (Mac). -
Open the project. Unreal will prompt to compile the new modules — click Yes.
Path B — Git submodule (for plugin development)
Use this if you want to track plugin updates via git pull or
contribute back upstream.
cd <YourProject>
mkdir -p Plugins
git submodule add https://github.com/dreulavelle/IntentForge Plugins/IntentForge
git submodule update --init --recursiveThen follow steps 4–5 from Path A.
Verify the install
- Open your
.uprojectin the editor. - Edit → Plugins, search for "Intent Forge". The plugin should be listed under the Gameplay category and ticked.
- Confirm the IntentForgeCore module is present: open Window → Developer Tools and look for the Intent Forge Live Inspector tab.
If the Live Inspector tab is missing, the plugin compiled but the
editor module didn't load — usually a stale Intermediate directory.
Close the editor, delete <YourProject>/Intermediate and
<YourProject>/Binaries, re-run Generate project files, and
recompile.
What's installed — the modules
Intent Forge is nine small modules. Most are optional; you only pay for the ones you enable. Defaults are sensible — the table is for when you want to disable something specific.
| Module | Required | What it does |
|---|---|---|
IntentForgeCore | Yes | Planner, world state, dispatcher subsystem, runtime component, sensors |
IntentForgeStandardExecutors | No | Wait, MoveTo, FocusOnActor, RotateToFaceLocation, PlayMontage, ApplyDamage, RunBlueprintFunction |
IntentForgeStateTree | No | Run Intent Forge Action StateTree task |
IntentForgeBT | No | Run Intent Forge Action Behavior Tree task |
IntentForgePerception | No | AI Perception + Blackboard + EnvQuery sensors |
IntentForgeSmartObjects | No | SO: Claim And Hold executor |
IntentForgeExamples | No | Drop-in C++ example actors (Sandbox, Patrol/Chase) |
IntentForgeEditor | No | Live Inspector, Archetype Browser, asset factories (Editor-only) |
IntentForgeDebug | No | Gameplay Debugger category, console commands (dev builds only) |
To disable a module: Edit → Plugins → Intent Forge, expand the
module list, untick the ones you don't need. The core's only
required dependencies are Core, CoreUObject, Engine, and
GameplayTags.
Common install issues
"Plugin failed to load because module 'IntentForgeCore' could not be found."
The plugin compiled against a different engine version. Make sure
your project is on UE 5.7 or later, regenerate project files, and
rebuild from scratch (delete Intermediate/ and Binaries/ first).
"Could not find a definition for module 'GameplayStateTree'."
The GameplayStateTree plugin isn't enabled in your project. Open
Edit → Plugins, search for it, tick the checkbox, and restart.
Editor opens but no Intent Forge tabs are visible.
The IntentForgeEditor module didn't load. Most often this is a
stale Intermediate — close the editor, delete Intermediate/ and
Binaries/, regenerate project files, recompile.
Live Inspector shows no agents in PIE.
Install completed fine; you just don't have any agents yet. Continue to the Quickstart — 10 minutes to a running plan.