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
- Neocortex account Sign Up Here
- Unreal Engine 5.0 or higher Download Here
- A C++ project (Blueprint-only projects are not currently supported)
- Git version control system Download Here
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 NeocortexYour project structure should look like:
YourProject/
├── Content/
├── Source/
├── Plugins/
│ └── Neocortex/
│ ├── Neocortex.uplugin
│ └── Source/
└── YourProject.uprojectEnable 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
.uprojectfile and selectGenerate Visual Studio project files(Windows) orGenerate Xcode project(macOS). - Open the generated solution/project file and build your project. The plugin compiles automatically.
Alternatively, use the command line:
"C:\Program Files\Epic Games\UE_5.x\Engine\Build\BatchFiles\Build.bat" YourProjectEditor Win64 Development "path\to\YourProject.uproject"/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 Keyfield and save the project
Run a Sample Map
- Open one of the Neocortex sample maps located at
Plugins/Neocortex/Content/Samples, for exampleSampleChat.umap - In the outliner, find the
BP_DemoNeoAgentactor and select it - Select the
NeocortexSmartAgentcomponent and set theProject IDto 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=TrueAdd 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
.upluginfile exists inPlugins/Neocortex/ - Regenerate project files
- Check that
YourProject.uprojecthas the plugin enabled
Compilation errors
- Verify
Neocortexis added to your.Build.csfile - 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 pullThen regenerate project files and recompile.