CrimsonCommon · Lesson 2 of 4
Enable the Plugin
Before you start
- Completed: Meet CrimsonCommon
- An Unreal Engine 5.8+ project
Chapters
1. Enable the plugin
Open Edit → Plugins, type Crimson in the search box, tick CrimsonCommon's checkbox, and restart the editor when prompted. CrimsonCommon is the foundation plugin — it has no sibling Crimson dependency to enable alongside it. For a Blueprint project that's the entire install — you never hand-edit the .uproject or any .Build.cs.
Blueprint-only project?
Enabling the plugin in Edit → Plugins is the whole installation — there's no
.uproject or .Build.cs to edit. The editor writes the plugin entry for you. The C++ step below is needed only when you reference CrimsonCommon types from your own C++ code.C++ projects: after enabling the plugin above, add its module to your build file so your game code can use its types:
// YourGame.Build.csPublicDependencyModuleNames.Add("CrimsonCommon");
Logging macro dependency
The
CRIMSON_LOG_* macros live in CrimsonCommon. Any Crimson plugin that uses them must list CrimsonCommon in PublicDependencyModuleNames — even if it uses none of the gameplay types.