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.

UE 5.7+~5 minRelease zip or submodule

The fastest path. Grab the latest release, drop it in, restart the editor.

  1. Open the Releases page and download the Source code (zip) of the latest release.

  2. Extract the archive into your project's Plugins/ directory so you end up with:

    <YourProject>/
      <YourProject>.uproject
      Plugins/
        IntentForge/
          IntentForge.uplugin
          Source/...
  3. If your project doesn't already have a Plugins/ folder, create it. UE picks it up automatically next time the project opens.

  4. Right-click your .uproject file → Generate Visual Studio project files (Windows) or Generate Xcode project (Mac).

  5. 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 --recursive

Then follow steps 4–5 from Path A.

Verify the install

  1. Open your .uproject in the editor.
  2. Edit → Plugins, search for "Intent Forge". The plugin should be listed under the Gameplay category and ticked.
  3. 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.

ModuleRequiredWhat it does
IntentForgeCoreYesPlanner, world state, dispatcher subsystem, runtime component, sensors
IntentForgeStandardExecutorsNoWait, MoveTo, FocusOnActor, RotateToFaceLocation, PlayMontage, ApplyDamage, RunBlueprintFunction
IntentForgeStateTreeNoRun Intent Forge Action StateTree task
IntentForgeBTNoRun Intent Forge Action Behavior Tree task
IntentForgePerceptionNoAI Perception + Blackboard + EnvQuery sensors
IntentForgeSmartObjectsNoSO: Claim And Hold executor
IntentForgeExamplesNoDrop-in C++ example actors (Sandbox, Patrol/Chase)
IntentForgeEditorNoLive Inspector, Archetype Browser, asset factories (Editor-only)
IntentForgeDebugNoGameplay 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.

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