Neocortex
IntegrationsUnreal SDK

Quick Start

Learn about the Unreal Engine integration in Neocortex

The Neocortex Unreal SDK is an Unreal Engine plugin that allows you to easily integrate Neocortex Smart NPCs and Virtual Assistants into your Unreal project. All components are Blueprint-accessible, so you can build your character interactions in C++ or entirely in Blueprints.

Requirements

Talking to Your First Character

The Neocortex Unreal SDK comes with sample maps that demonstrate how to interact with a Smart NPC. Let's install the plugin and run a sample map to see how it works.

Installation

Navigate to your project's root directory and clone the plugin into the Plugins folder:

cd YourProject
mkdir Plugins
cd Plugins
git clone https://github.com/neocortex-link/neocortex-unreal-sdk Neocortex

Your project structure should look like:

YourProject/
├── Content/
├── Source/
├── Plugins/
│   └── Neocortex/
│       ├── Neocortex.uplugin
│       └── Source/
└── YourProject.uproject

Enable the Plugin

Open your project's .uproject file in a text editor and add the plugin to the Plugins array (create it if it doesn't exist):

{
  "FileVersion": 3,
  "EngineAssociation": "5.x",
  "Plugins": [
    {
      "Name": "Neocortex",
      "Enabled": true
    }
  ]
}

Add the Plugin Dependency

Open Source/YourProject/YourProject.Build.cs and add "Neocortex" to your module dependencies:

PublicDependencyModuleNames.AddRange(new string[]
{
    "Core",
    "CoreUObject",
    "Engine",
    "InputCore",
    "Neocortex"  // Add this line
});

Compile the Project

  • Right-click your .uproject file and select Generate Visual Studio project files (Windows) or Generate Xcode project (macOS).
  • Open the generated solution/project file and build your project. The plugin compiles automatically.

Alternatively, use the command line:

Windows
"C:\Program Files\Epic Games\UE_5.x\Engine\Build\BatchFiles\Build.bat" YourProjectEditor Win64 Development "path\to\YourProject.uproject"
macOS
/Users/Shared/Epic\ Games/UE_5.x/Engine/Build/BatchFiles/Mac/Build.sh YourProjectEditor Mac Development "path/to/YourProject.uproject"

Launch your project in the Unreal Editor, then navigate to Edit > Plugins and verify that Neocortex appears in the installed plugins list with a checkmark.

API Key Setup

To start using the Neocortex SDK, you need to initialize it with your Neocortex API key. You can create a new API key from the Neocortex web platform by going to the API Keys page.

  • Create a new API key and copy it
  • Open your Unreal project
  • Go to Edit > Project Settings > Game > Neocortex
  • Paste the API key in the API Key field and save the project

Run a Sample Map

  • Open one of the Neocortex sample maps located at Plugins/Neocortex/Content/Samples, for example SampleChat.umap
  • In the outliner, find the BP_DemoNeoAgent actor and select it
  • Select the NeocortexSmartAgent component and set the Project ID to your Neocortex project. Create a new project in the Neocortex web platform and copy the project ID from the URL.
  • Play the scene and interact with the agent using the text chat UI or voice input button

Congratulations! You have successfully set up the Neocortex Unreal SDK and interacted with your first Smart NPC.

Mobile Platform Setup

Android

Enable permissions in Config/DefaultEngine.ini:

[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
bEnablePermissionsSupport=True

Add the microphone permission to your Android APL file (create YourProject/Build/Android/APL_armv7.xml if it doesn't exist):

<?xml version="1.0" encoding="utf-8"?>
<root xmlns:android="http://schemas.android.com/apk/res/android">
    <init>
        <setBool result="bSupported" value="true"/>
    </init>
    <androidManifestUpdates>
        <addPermission android:name="android.permission.RECORD_AUDIO"/>
    </androidManifestUpdates>
</root>

iOS

Add to Config/DefaultEngine.ini:

[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
bEnableMicrophoneUsageDescription=True
MicrophoneUsageDescription="This app needs microphone access for voice recording"

Desktop (Windows/macOS)

No code changes needed. Users must grant microphone access through OS privacy settings:

  • Windows: Settings > Privacy > Microphone
  • macOS: System Preferences > Security & Privacy > Microphone

The OS handles permission dialogs automatically on desktop platforms.

Troubleshooting

Plugin not appearing in the Editor

  • Ensure the .uplugin file exists in Plugins/Neocortex/
  • Regenerate project files
  • Check that YourProject.uproject has the plugin enabled

Compilation errors

  • Verify Neocortex is added to your .Build.cs file
  • Clean and rebuild the solution
  • Check Unreal Engine version compatibility (5.0+)

Microphone recording fails

  • Check OS-level microphone permissions
  • On mobile, ensure manifest/plist entries are correct
  • Review logs for permission warnings

Updating the Plugin

To update to the latest version:

cd YourProject/Plugins/Neocortex
git pull

Then regenerate project files and recompile.

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