Packaging SDK and Redistribution License
uDraper Packaging SDK and Redistribution licenses allow packaging UE projects with uDraper plugin and running standalone apps for Windows.
- Purchasing SDK and Redistribution licenses.
- Downloading and unpacking
- Preparation and packaging
- Activating standalone app
- Garment access
-
Handling override materials
See also uDraper packaging SDK video tutorial
1. Purchasing SDK and Redistribution licenses
Please read the following points carefully before you buy the SDK and Redistribution licenses:
- The Redistribution license does not let you use uDraper features in Unreal Editor. It only allows you to distribute your packaged application that uses uDraper. You still need to buy a uDraper development license separately.
- You should only buy the SDK and Redistribution license after you have tested your application in Unreal Editor standalone mode and made sure it works properly.
- The Redistribution license is tied to one device. If you need a different licensing option, please reach out to us.
When you order the SDK, you will see a new entry with your Redistribution license ID in your personal account. It has a different color to distinguish it from your uDraper development licenses.
Important: Use the Redistribution license only when you activate your standalone application that you have packaged with the SDK (see Activating standalone app below). Do not enter it in the License section of the Draper Simulation component in Unreal Editor.
See also video tutorial clip: Purchasing SDK and Redistribution licenses.
2. Downloading and unpacking
You can find the download links for the SDK in the Downloading tab in your personal account.
The SDK has different versions for different Unreal Engine versions. Make sure you download the one that matches your UE version. The files are 7-Zip archives. You can unzip them with 7-Zip or WinRAR. See also video tutorial clip: Downloading the SDK.
You can choose where to put the SDK:
- Replace the uDraper development plugin in the Engine\Plugins\Marketplace\ folder with the SDK plugin. I.e.:
\Program Files\Epic Games\{Your_UE_Version}\Engine\Plugins\Marketplace\Draper
This way, the SDK plugin will work for all your projects. But you will have to do this again every time you update the development plugin. - Put the SDK plugin directly in your project folder. I.e.:
{Your_Progect_Folder}\Plugins\Draper
See also video tutorial clip Unpacking the SDK.
3. Preparation and packaging
Note: uDraper Packaging SDK requires Visual Studio 2022. If you have an older version, please update it to the latest one.
Refer to the Unreal Engine documentation on installing the required Visual Studio components: Setting Up Visual Studio.
Ensure that all necessary components are installed using the Visual Studio Installer.
See also "Prerequisites" video clip.
You need to perform the following steps:
- If your UE project was created with Blueprints option,
- Add an empty C++ class and follow the UE instructions.
- When completed, close both Visual Studio and Unreal Editor and restart your project.
- Rebuild the project.
- Make sure that everything works correctly in the Editor standalone mode.
- Proceed with packaging the application. Select where you want to save the standalone app, and the packaging process will begin.
Note that the first time may take a while, but subsequent packaging should be much faster.
See also "How to prepare and package your app" video tutorial clip.
4. Activating standalone app
Note for UE 5.3
If you've packaged your application for UE 5.3, you need to start your application from {Your_Project_Name}\Binaries\Win64 folder, not from the root of your application folder as shown in the picture below.
Your standalone application must be activated with a valid Redistribution license in order to run correctly. There are three ways to activate the Redistribution license.
- Using Activation dialog in the application:
- Start the application for the first time.
- Enter the Redistribution license in the activation dialog.
- Restart your application.
- Using Activation dialog and physics-remote-service-p.exe:
- Open the \Draper\Alloy\peers\ folder (the exact path depends on where you unpacked it).
- Double click on physics-remote-service-p.
- Enter the Redistribution license in the activation dialog.
- Start your application.
- Using lead-client-p.exe:
- Use Windows Command Prompt or PowerShell.
- Change directory to \Draper\Alloy\peers\ folder, (the exact path depends on where you unpacked it)
- Run "lead-client-p activate {Your_Redistribution_License_ID}".
The latter can be used when you want to implement a custom activation method in your Unreal app.
If your activation was successful, your standalone application should run as expected.
See also "How to activate your standalone app." video tutorial.
5. Garment access
Make sure that your packaged application has access to the garment folders that you plan to use.
For example, you may explicitly specify paths to your garment folders in the Draper Garment components. However, if you plan to run the app on a different machine, you should ensure that the app has access to the garments.
Alternatively, you can place the garments in the project subfolder. In this case, if you select the garment folder from the project folder, the folder path will include the "%ALL_VITRUM_PATH%" macro. Then, you will need to manually copy your garment folders into your packaged app folder.
See also video tutorial clip: Accessing garment folders from standalone apps.
6. Handling override materials
If you are using Override materials in your project, you need to open the Project Settings - Packaging, and explicitly specify folders with materials to be included in the packaged app.
See also Override materials video tutorial clip.