> For the complete documentation index, see [llms.txt](https://docs.ovrtechnology.com/home/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.ovrtechnology.com/home/ovr-plugin-unreal/plugin-install-and-enabling.md).

# Plugin Install and Enabling

Install and enable the Fab release of the OVR Plugin for Unreal Engine 5.4-5.8.

### Requirements

* Use the Fab ZIP matching the project's exact Unreal Engine version: 5.4, 5.5, 5.6, 5.7, or 5.8.
* OVR ION/Omara hardware and compatible scent cartridges are required for hardware playback.
* Epic's Niagara and Android Permission plugins are required code dependencies and are enabled automatically by the plugin descriptor.

### Install in a project

1. Close Unreal Editor.
2. Extract the ZIP so the descriptor is at `<Project>/Plugins/OvrUtilities/OvrUtilities.uplugin`.
3. Open the project and go to **Edit > Plugins**.
4. Search for **AOS: Architecture of Scent** (also referred to as **OVR AOS**), enable it, and restart the editor if prompted.
5. In the Content Browser settings, enable **Show Plugin Content**.
6. Confirm the included connection manager is available at `/OvrUtilities/BP/BP_OVRConnnectionManager`.

The triple `n` in `BP_OVRConnnectionManager` is the shipped asset name.

### Optional engine-wide installation

For use by multiple projects on one engine installation, place the single `OvrUtilities` folder at `<Engine>/Plugins/Marketplace/OvrUtilities`. Do not install both project-level and engine-level copies at the same time.

### Build and native files

The Fab download is a source plugin with prebuilt Win64 editor/game binaries. Private repository access is not required.

On Win64, the plugin build rules stage `BleWinrtDll.dll` into editor and packaged-game runtime locations automatically. A normal build/package flow does not require manually copying the DLL. The macOS native library and bundled iOS framework are likewise referenced by the plugin's build rules; final Mac and iOS validation still requires their native toolchains.
