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Installation

Prerequisites

  • Unreal Engine 5.8.0 or later
  • Visual Studio 2022 (for Windows) or Xcode (for Mac) with C++ toolchain

Method 1: From Unreal Engine Marketplace

  1. Open the Epic Games Launcher
  2. Navigate to the Unreal Engine Marketplace
  3. Search for "Easy File Manager" or use the direct link
  4. Click "Add to Project" and select your project
  5. The plugin will be installed to your project's Plugins/EFM/ folder

Method 2: Manual Installation

  1. Clone or download the plugin repository
  2. Copy the EFM folder to your project's Plugins/ directory:
    YourProject/
    └── Plugins/
    └── EFM/
    ├── EFM.uplugin
    ├── Source/
    └── ...
  3. If the Plugins/ folder doesn't exist, create it

Method 3: Engine-Level Installation

To make EFM available to all projects:

  1. Navigate to your UE5 engine installation's Engine/Plugins/Marketplace/ folder
  2. Place the EFM folder there
  3. The plugin will now appear in the Plugins Browser for all projects

Enabling the Plugin

  1. Open your project in Unreal Editor
  2. Go to Edit > Plugins
  3. Search for "Easy File Manager" or "EFM"
  4. Ensure the plugin is Enabled
  5. Restart the editor if prompted

Verifying Installation

After restarting, open the Output Log (Window > Developer Tools > Output Log) and look for:

LogEFM: EFM plugin loaded successfully

You can also run the built-in diagnostics from any Blueprint:

  1. Create a new Blueprint
  2. In the Event Graph, add the node Run EFM Diagnostics
  3. Execute it and check the Output Log for pass/fail results

Troubleshooting

Plugin not showing in the Plugins list

  • Ensure the plugin folder is named exactly EFM
  • Check that EFM.uplugin exists at Plugins/EFM/EFM.uplugin
  • Verify the EngineVersion in EFM.uplugin matches your UE version

Compilation errors

  • Ensure you have the C++ toolchain installed for your platform
  • Right-click your .uproject file and select "Generate Visual Studio project files"
  • Open the solution and build in Development Editor configuration

Module not found at runtime

  • Check that the plugin is enabled in Edit > Plugins
  • Verify the LoadingPhase is set to PreDefault in EFM.uplugin