Unreal Engine Vite Help

Bundled Plugins

Versions are as of the July major integration. Check the .uplugin file for the authoritative value in your tree.

Contents of Engine/Plugins/Runtime/VitePlugins in Explorer

Vite's own additions live under Engine\Plugins\Runtime\VitePlugins. Vendor integrations from NVIDIA sit separately under Engine\Plugins\Runtime\Nvidia.

Upscaling and frame generation

Plugin

Version

Default

Path

NVIDIA DLSS Super Resolution / Ray Reconstruction / DLAA

8.7.0 (NGX 310.7.0)

Off

Runtime\Nvidia\DLSS

NVIDIA DLSS Frame Generation (Streamline)

1.3.0-SL2.4.0

Off

Runtime\Nvidia\Streamline

NVIDIA NIS

1.2.1

Off

Runtime\Nvidia\NIS

NVIDIA RTX Dynamic Vibrance (DeepDVC)

1.3.0-SL2.4.0

Off

Runtime\Nvidia\StreamlineDeepDVC

AMD FSR 4

4.1.1

Runtime\VitePlugins\FSR4-427

AMD AntiLag 2

2.0.4

Runtime\VitePlugins\AntiLag2.0.4

Intel XeSS

3.0.5

Runtime\VitePlugins\XeSS_UE4.27_Plugin_v3.0.5

Movie Render Queue DLSS/DLAA support

2.3.3

Runtime\Nvidia\DLSSMoviePipelineSupport

FSR 4 uses the native ffx-api and is DX12-only. It was backported to 4.27 specifically for Vite. Full detail in Upscalers.

Ray tracing and rendering

Plugin

Version

Default

Path

NVIDIA RTX Global Illumination (RTXGI)

1.1.50

On

Runtime\Nvidia\RTXGI

NVIDIA Real-Time Denoiser (NRD/ReLAX)

2.10.00-relax

On

Runtime\Nvidia\NRD

NVIDIA Reflex

Runtime\Nvidia\Reflex

NVIDIA Ansel

Runtime\Nvidia\Ansel

Graphics Card Info Utilities

1.0

Off

Runtime\Nvidia\GraphicsCardInfoUtils

RTXGI provides the DDGI implementation that is Vite's recommended dynamic GI solution. NRD/ReLAX denoises ray-traced output. Both being on by default is deliberate: they are the basis of Vite's recommended lighting setup. See Global Illumination and Dynamic DDGI.

Hair

Plugin

Version

Default

Path

TressFX 5.0

5.0

Runtime\TressFX

Groom (HairStrands)

1.0

Off

Runtime\HairStrands

Two independent hair systems with different authoring pipelines. See Hair Rendering.

Physics and destruction

Plugin

Version

Default

Path

Blast (runtime)

1.0

Off

GameWorks\Blast

Blast Plugin (authoring)

0.1

Off

Experimental\BlastPlugin

PhysX Instanced Subsystem

1.11

Runtime\VitePlugins\PhysXInstancedSubsystem

Kawaii Physics

1.18.0

Runtime\VitePlugins\KawaiiPhysics

Apex Destruction, Apex Cloth and PhysX Vehicles are stock 4.27 plugins that Vite retains — they were removed in UE5 when Chaos replaced PhysX. See Destruction and Cloth.

Kawaii Physics is a UE5 secondary-motion bone solver backported to Vite. It gives hair, cloth and accessories physical follow-through from a single animation node, far more cheaply than a full cloth simulation.

The PhysX Instanced Subsystem manages large numbers of PhysX-backed instanced bodies through a world subsystem, writing poses back into ISM/HISM instance transforms rather than spawning individual actors. See Instanced Physics.

Animation

Plugin

Version

Path

Animation Compression Library (ACL)

2.1.0

Runtime\VitePlugins\ACLPlugin

Motion Symphony

1.09

Runtime\VitePlugins\MotionSymphony

ACL replaces Unreal's built-in animation compression with a substantially better size/quality curve. On a project with a large animation set the memory saving is significant, and it is one of the cheapest wins available — see Performance Targets.

Motion Symphony provides motion matching and pose matching, the Ubisoft-style approach to animation synthesis. It is the closest 4.27 equivalent to UE5's Motion Matching. Documentation· Sample project

Gameplay

Plugin

Version

Path

Abilities (SplashAbilities)

1.1

Runtime\VitePlugins\SplashAbilities

Flecs ECS

1.0 (Flecs 3.2.12)

Runtime\FlecsECS

Abilities is a lighter alternative to GameplayAbilities for projects that want an ability system without GAS's complexity and replication model.

Flecs ECS is an engine-level integration of the Flecs entity component system, providing a world subsystem, Blueprint entity handles, an ISM-based rendering demo and optional Flecs Explorer support. It is off by default. Useful when actor-per-entity overhead is the bottleneck — see the UE4 vs UE5 cost analysis on core class base costs.

Debug and profiling

Plugin

Version

Path

Dear ImGui

0.1.0

Runtime\VitePlugins\UnrealImGui

ImGui Tools

1.0

Runtime\VitePlugins\ImGuiTools

Intel GPA

1.0

Runtime\VitePlugins\GPAPlugin

Automatron

1.1a

Runtime\VitePlugins\Automatron

ImGui gives you immediate-mode debug UI that works in the viewport and in standalone builds, where Slate debug widgets are awkward. ImGui Tools builds functional development tools on top of it.

The GPA plugin integrates Intel Graphics Performance Analyzers into the editor. Automatron improves automated testing for C++ and Blueprints. See Profiling.

Content and utilities

Plugin

Version

Default

Path

Custom Splash Preload Screen

1.0

On

Runtime\PostSplashScreen

Impostor Baker

1.0

Experimental\ImpostorBaker

Shallow Water

1.0

Off

Experimental\ShallowWater

The splash screen plugin displays a custom screen after the system splash during engine preinit, covering the gap before the first frame.

Impostor Baker generates impostors for use as distant mesh LODs — the standard technique for rendering large numbers of distant trees or props cheaply, and worth reaching for before accepting a draw call cost you cannot afford.

Default enablement summary

Only three bundled plugins are on by default:

Plugin

Why

RTXGI

Provides DDGI, Vite's recommended dynamic GI

NRD

Denoises ray-traced output, needed by the ray tracing suite

Custom Splash Preload Screen

Cosmetic, negligible cost

Everything else is opt-in. If a feature appears not to work, check that its plugin is enabled before debugging further — and for ray tracing features, check the compile-time switch availability table as well.

See also

04 August 2026