Setup Guide
Installation
From FAB Marketplace
- Purchase and download ElysChat from the FAB Marketplace
- Enable the plugin in your project's
.uprojectfile or via Edit → Plugins - Restart the editor
Manual Installation
Copy the ElysChat folder to your project's Plugins/ directory and rebuild.
Prerequisites
- Unreal Engine 5.6+
- GameplayTags plugin enabled (included with UE)
Quick Setup
1. Create a Chat Configuration
Create a Data Asset of type UERPChatConfig:
- Content Browser → Right-click → Miscellaneous → Data Asset
- Select
ERPChatConfig - Configure your channels:
| Channel ID | Display Name | Scope | Slash Commands |
|---|---|---|---|
local | Local | Proximity | /local, /l |
global | Global | Global | /global, /g |
group | Group | Group | /group, /p |
guild | Guild | Guild | /guild, /gu |
dm | Whisper | DirectMessage | /w, /whisper |
gm | GameMaster | GameMaster | /gm |
2. Add Components
PlayerController — Add UERPChatComponent:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UERPChatComponent* ChatComponent;
// In constructor
ChatComponent = CreateDefaultSubobject<UERPChatComponent>(TEXT("ChatComponent"));
PlayerState — Add UERPSocialComponent:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UERPSocialComponent* SocialComponent;
Character (optional) — Add UERPLanguageComponent and UERPChatBubbleComponent:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UERPLanguageComponent* LanguageComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UERPChatBubbleComponent* ChatBubble;
3. Initialize the Subsystem
In your GameMode BeginPlay:
UERPChatSubsystem* ChatSub = GetGameInstance()->GetSubsystem<UERPChatSubsystem>();
ChatSub->SetConfig(YourChatConfig);
4. Register Players
In your PlayerState BeginPlay:
UERPChatSubsystem* ChatSub = GetGameInstance()->GetSubsystem<UERPChatSubsystem>();
ChatSub->RegisterPlayer(PlayerId, DisplayName, this);
5. Build Your Chat UI
Create a Widget Blueprint inheriting from UERPChatWidgetBase and bind to the chat component in your HUD.