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Installation

Draughtsman is a C++ editor plugin for Unreal Engine 5.0 to 5.8 (Win64, Mac and Linux editor). It uses Unreal’s Level Sequence Editor plugin, which is part of the engine and enabled by default. It runs in the editor only and adds nothing to your game.

  1. Open ta Draughtsman on Fab, choose the license that applies to you (Personal or Professional) and add it to your library.

  2. In the Epic Games Launcher, open Fab Library, find ta Draughtsman and click Install to Engine for each engine version you use (5.0 to 5.8).

  3. Open your project, go to Edit > Plugins, search for Draughtsman and enable ta Draughtsman. Restart the editor when prompted.

  4. Open the panel from Tools > ta Draughtsman (in the tridiART section of the Tools menu).

Installed this way, the plugin lives in the engine and is available to every project. To keep it with one project (for example so the whole team gets it from source control), install it manually instead.

  1. Close the Unreal Editor.

  2. Copy the TADraughtsman folder into your project’s Plugins folder. Create the Plugins folder next to your .uproject file if it doesn’t exist yet:

    MyGame/
    MyGame.uproject
    Plugins/
    TADraughtsman/
    TADraughtsman.uplugin
    Source/
    Resources/
  3. Open the project. If the plugin hasn’t been compiled for your engine version yet, see Build from source below.

  4. Open Edit > Plugins, search for Draughtsman and make sure ta Draughtsman is enabled. Restart the editor when prompted.

  5. Open the panel from Tools > ta Draughtsman (in the tridiART section of the Tools menu).

  • Tools > ta Draughtsman, in the tridiART section of the Tools menu.
  • The Storyboard button in the Sequencer toolbar: it opens the board behind the open sequence.
  • Double-click a Storyboard asset in the Content Browser.
  • The panel-over-camera controls are also in the level editor toolbar.

The plugin ships with its full C++ source code. If the copy you installed doesn’t contain compiled binaries for your engine version, the plugin has to be built:

  • C++ projects: build the project in your IDE (for example Visual Studio 2022 on Windows), or let the editor rebuild the missing modules when it asks on startup.

  • Blueprint-only projects: the editor can’t compile plugin code for you. Either add a C++ class to the project (which turns it into a C++ project) and build it, or build the plugin once with Unreal Automation Tool and copy the packaged result into your Plugins folder:

    Terminal window
    "C:\Program Files\Epic Games\UE_5.6\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin -Plugin="C:\Path\TADraughtsman\TADraughtsman.uplugin" -Package="C:\Build\TADraughtsman" -TargetPlatforms=Win64

    Use the RunUAT script of the engine version you want to build for.

Follow the Quick start to import your first storyboard.