Installation
Ferryman is a C++ editor plugin for Unreal Engine 5.6, 5.7 and 5.8, on Windows, Mac and Linux; it has been tested on Windows. It runs in the editor only and adds nothing to your game. Every editor that sends or receives needs it.
Install from Fab
Section titled “Install from Fab”-
Open ta Ferryman on Fab, choose the license that applies to you (Personal or Professional) and add it to your library.
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In the Epic Games Launcher, open Fab Library, find ta Ferryman and click Install to Engine for each engine version you use (5.6, 5.7 or 5.8).
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Open your project, go to Edit > Plugins, search for Ferryman and enable ta Ferryman. The engine’s AudioCapture plugin is enabled with it (it is only used for sound). Restart the editor when prompted.
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Open the panel from Tools > tridiART > ta Ferryman.
Installed this way, the plugin lives in the engine and is available to every project. Install it on every machine whose editor sends or receives. To keep it with one project (for example so the whole team gets it from source control), install it manually instead.
Install manually
Section titled “Install manually”-
Close the Unreal Editor.
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Copy the
TAFerrymanfolder into your project’sPluginsfolder. Create thePluginsfolder next to your.uprojectfile if it doesn’t exist yet:MyGame/MyGame.uprojectPlugins/TAFerryman/TAFerryman.upluginSource/Resources/ -
Open the project. If the plugin hasn’t been compiled for your engine version yet, see Build from source below.
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Open Edit > Plugins, search for Ferryman and make sure ta Ferryman is enabled. The engine’s AudioCapture plugin is enabled with it (it is only used for sound). Restart the editor when prompted.
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Open the panel from Tools > tridiART > ta Ferryman. You’ll also find Ferryman in the Content Browser’s right-click menus.
Repeat this in every project that should send or receive.
Allow it through the firewall
Section titled “Allow it through the firewall”The first time an editor opens its network port, Windows may ask whether Unreal Editor may use the network. Allow private networks so that other machines can reach it.
- Editors on the same machine find each other without the network settings.
- Editors on your network find each other through a small announcement on UDP port 47474 (multicast) and send parcels over TCP. The TCP port is picked freely unless you set a fixed Port in the settings.
- For other offices or the internet, use the dock or a connection code.
If machines on the same network don’t see each other, check that the firewall allows Unreal Editor on private networks and that your router or Wi-Fi doesn’t block multicast between devices. The dock and parcel files work regardless.
Build from source
Section titled “Build from source”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:
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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.
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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
Pluginsfolder:Terminal window "C:\Program Files\Epic Games\UE_5.6\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin -Plugin="C:\Path\TAFerryman\TAFerryman.uplugin" -Package="C:\Build\TAFerryman" -TargetPlatforms=Win64Use the
RunUATscript of the engine version you want to build for.
Updating and removing
Section titled “Updating and removing”To update, close the editor and replace the TAFerryman folder with the new version. Your settings, paired machines and live links are kept.
To remove the plugin, disable it in Edit > Plugins or delete the TAFerryman folder while the editor is closed. Assets that arrived through Ferryman are normal assets of your project and stay as they are. Ferryman’s working files are in the project’s Saved/Ferryman folder (incoming and outgoing parcels, backups, links); delete it when you no longer need the backups.