- Documentation
- Bright Eye
- Installation
Installation
Bright Eye 1.2 supports Unreal Engine 5.0–5.8. It is an Editor-only plugin, so it adds nothing to packaged builds of your project.
Choose one installation method:
| Method | Best for |
|---|---|
| Fab | Installing through the Epic Games Launcher |
| Cosmos or GitHub Releases | Downloading an archive and installing it manually |
Install from Fab
Section titled “Install from Fab”With Fab, the Epic Games Launcher installs Bright Eye for the Unreal Engine version you choose, so you do not need to pick a package yourself.
- Add Bright Eye to your library from its Fab listing.
- In the Epic Games Launcher, install the plugin to the Unreal Engine version you use.
- Enable Bright Eye in your project.
Install a downloaded archive
Section titled “Install a downloaded archive”Bright Eye is also available from Cosmos and GitHub Releases. Each Unreal Engine version from 5.0 to 5.8 has its own Bright Eye archive. Download the one that matches the Engine version you use; an archive built for a different Engine version may fail to load.
The archive contains a single BrightEye folder. Close Unreal Editor, then extract the archive into one of the Plugins folders below so that BrightEye sits directly inside it.
Project installation
Section titled “Project installation”Extract into <Project>/Plugins, creating the Plugins folder if it does not exist. Bright Eye is then available only to that project:
<Project>/ Plugins/ BrightEye/ BrightEye.uplugin Binaries/ Resources/ Source/Engine installation
Section titled “Engine installation”Extract into <Engine>/Plugins/Marketplace, so the plugin descriptor ends up at:
<Engine>/Plugins/Marketplace/BrightEye/BrightEye.upluginBright Eye is then available to every project opened with that Unreal Engine installation. Other installed Engine versions need their own matching archive.
Check the installation
Section titled “Check the installation”The plugin descriptor should be at one of these paths:
<Project>/Plugins/BrightEye/BrightEye.uplugin<Engine>/Plugins/Marketplace/BrightEye/BrightEye.upluginIf Bright Eye does not appear in Edit > Plugins, check that:
- the archive was not extracted one folder too deep, such as
BrightEye/BrightEye/BrightEye.uplugin; - the archive matches the Unreal Engine version you are using;
- Unreal Editor was restarted after installation.
Blueprint and C++ projects
Section titled “Blueprint and C++ projects”The downloaded archives include precompiled Win64 editor binaries together with the plugin source:
- Blueprint-only projects use the precompiled plugin as is. No compiling is needed.
- C++ projects are also supported. If a Clean or Rebuild of your project removes the included Bright Eye binary, Unreal can rebuild Bright Eye from the included source when you build the project.
Enable Bright Eye
Section titled “Enable Bright Eye”- Open your project in Unreal Editor.
- Open Edit > Plugins, find Bright Eye, and enable it if it is not already enabled.
- Restart Unreal Editor when prompted.
After the restart, Tools > Bright Eye appears in the Level Editor menu. Continue with Using Bright Eye.
Updating Bright Eye
Section titled “Updating Bright Eye”- Fab: update the plugin for your Engine version in the Epic Games Launcher.
- Downloaded archive: close Unreal Editor, delete the existing
BrightEyefolder, and extract the new archive for your Engine version in its place. Do not extract a new version over an old one.
Your Bright Eye settings and any custom keyboard shortcuts carry over when you update; see Settings storage. When updating from 1.1, note that the default Work Light shortcut is now X instead of T, while shortcuts you customized yourself stay as they were.
For changes in each release, see the release notes on GitHub Releases.
Uninstall Bright Eye
Section titled “Uninstall Bright Eye”- In Edit > Plugins, disable Bright Eye in each project that uses it, then close Unreal Editor.
- Remove the plugin:
- Fab: remove Bright Eye from the Engine version in the Epic Games Launcher.
- Downloaded archive: delete the
BrightEyefolder from<Project>/Pluginsor<Engine>/Plugins/Marketplace.
- Reopen your project in Unreal Editor.