Setting up - v4
Let's get started!
MacOS
The following instructions are based on Monterey v12.3.1.
Get Ready
- Ensure you have the latest version of Xcode.
- Download the Epic Games Launcher to access the Unreal Engine. Download
- Install Unreal Engine v5. Download
STEP ONE - Add Unreal Engine v4
Open Epic Games Launcher and view all versions of the Unreal Engine you have.
Click Library and the + button to add the v4 version
You can now click to install v4. (This takes some time)
Launch v4 (Be patient, this can take a little while)
note
If a pop up appears: "Do you want the app UnrealEditor.app to accept incoming network connections" Select Allow
STEP TWO - Create a new project
Inside the Unreal Project Browser, select Games and click Next
On the Template screen, select Blank and click Next
note
If you can't see any templates, you should reinstall v4
In Project Settings
From the Blueprint and C++ options, select C++.
From the Starter Content and No Starter Content options, select No Starter Content
From the Desktop/Console or Mobile options, select your preference.
Give your project a memorable name e.g. BlockchainGame and then click Create Project
Check your project is successfully created and opens. Then close it. So we can do the next important step of adding the SDK.

STEP THREE - Download Ankr SDK
Download the latest release of AnkrSDK.zip package.
Create a new folder (if it doesn't exist) inside the project you just created and call it Plugins.
Extract the downloaded AnkrSDK.zip contents into the Plugins folder you just created.
Delete the AnkrSDK.zip file if it is inside the Plugins folder as well.

STEP FOUR - Generate the Xcode project
info
These docs are written using Xcode 13.1
Open Unreal Editor
If you get a notice saying "Missing BlockchainGame Modules Ankr SDK". Select Yes to rebuild.
It should now compile the project.
Once the project is compiled, select Tools > Generate Xcode project
When this is done, select Tools > Open Xcode
STEP FIVE - Build project
Inside Xcode, you should be able to see the AnkrSDK included in the Plugins folder.
Expand Games > your_unreal_project__name > Source > your_unreal_project_name > your_unreal_project_name.Build.cs
Add
"AnkrSDK"
at the end of the string array as shown below:PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AnkrSDK" });
Now from the top menu, select Product > Build For > running
You can view the Build status in the top right.
You know everything has worked out when a message appears stating 'Build Succeeded'.
STEP SIX - Open project in Unreal Editor
Locate GameInstance.h if already created. If not Add C++ class from Content Browser, check Show All Classes and select GameInstance. Name your class 'MyGameInstance'.
Open MyGameInstance.h and include the following code:
#include "AnkrClient.h"
UPROPERTY()
UAnkrClient* ankrClient;
UFUNCTION(BlueprintCallable, Category = "ANKR SDK")
UAnkrClient* GetAnkrClient();Open MyGameInstance.cpp and include the following code:
UAnkrClient* UMyGameInstance::GetAnkrClient()
{
if (ankrClient == nullptr)
{
ankrClient = NewObject<UAnkrClient>();
}
return ankrClient;
}You can now add and use all the functions from the Ankr SDK in your game.
tip
✅ Nice work!! You're all set to go
Windows 10
The following instructions are based on Windows 10.
Get Ready
- Ensure you have the latest version of Visual Studio
- Download the Epic Games Launcher to access the Unreal Engine. Download
- Install Unreal Engine v5 Download
STEP ONE - Add v5 Unreal Engine
Open Epic Games Launcher and view all versions of the Unreal Engine you have.
Click Library and the + button to add the v5 version
greyed out + button
If you find that the + button is greyed out, then do the following:
a. Sign out b. Then from the login box, scroll to the bottom and click 'Sign in Later'. c. Inside Epic Games Launcher > Library > + > v5 d. Now Sign in as usual
You can now click to install v5 (This takes some time)
Launch v5 (Be patient, this can take a little while)
note
If a pop up appears: "Do you want the app UnrealEditor.app to accept incoming network connections" Select Allow
STEP TWO - Create a new project
Inside the Unreal Project Browser, select the Games tab and Blank
Under Project Defaults, select C++
Deselect Starter Content
Give your project a memorable name e.g. BlockchainGame and then click Create
Check your project opens and then close it. So we can do the next important step of adding the SDK.
STEP THREE - Download Ankr SDK
Download the latest release of AnkrSDK.zip package.
Create a new folder inside the project you just created and call it Plugins.
Extract the downloaded AnkrSDK.zip contents into the Plugins folder you just created.
Delete the AnkrSDK.zip file if it is inside the Plugins folder.
STEP FOUR - Generate a Visual Studio Project
Open Unreal Editor
If you get a notice saying "Missing your_unreal_project_name Modules Ankr SDK". Select Yes to rebuild.
It should now compile the project.
From the top menu, select Tools > Generate Visual Studio Project
When this is done, select Tools > Open Visual Studio Project
STEP FIVE - Build project
Inside Visual Studio project
Add AnkrSDK to your_unreal_project_name > Source > your_unreal_project_name > your_unreal_project_name.Build.cs as shown below:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AnkrSDK" });
Generate a Visual Studio Project by right-clicking Your_unreal_project_name.uproject' and selecting Generate Visual Studio project files
Open the generated Visual Studio solution file (.sln) and check if the plugin is included in the solution explorer.
STEP SIX - Open Project in Unreal Editor
Locate GameInstance.h if already created. If not Add C++ class from Content Browser, check Show All Classes and select GameInstance. Name your class 'MyGameInstance'.
Open MyGameInstance.h and include the following code:
#include "AnkrClient.h"
UPROPERTY()
UAnkrClient* ankrClient;
UFUNCTION(BlueprintCallable, Category = "ANKR SDK")
UAnkrClient* GetAnkrClient();Open MyGameInstance.cpp and include the following code:
UAnkrClient* UMyGameInstance::GetAnkrClient()
{
if (ankrClient == nullptr)
{
ankrClient = NewObject<UAnkrClient>();
}
return ankrClient;
}You can now add and use all the functions from the Ankr SDK in your game.
tip
✅ Nice work!! You're all set to go