Plugins
Stock UE 4.27 ships a large plugin set, most of which Vite keeps. On top of that, Vite bundles plugins that either do not exist for 4.27 upstream, exist only for UE5, or are vendor SDKs that normally have to be integrated by hand.
In this section
Topic | Covers |
|---|---|
Everything Vite adds on top of stock 4.27, with versions and enablement state | |
Candidates for integration, and recommended external plugins |
Where plugins live
Directory | Contents |
|---|---|
| Vite's own additions: FSR 4, XeSS, ACL, ImGui, Motion Symphony, Kawaii Physics, PhysX Instanced Subsystem and others |
| DLSS, Streamline, NIS, NRD, RTXGI, DeepDVC, Reflex, Ansel |
| AMD TressFX 5.0 hair |
| NVIDIA Blast destruction runtime |
| Blast authoring tools |
Everywhere else | Stock 4.27 plugins |
Enabling a plugin
Most bundled plugins ship with EnabledByDefault set to false, so they cost nothing until you ask for them. Enable per project:
Enable a bundled plugin
Open Edit > Plugins in the editor.
Find the plugin and tick Enabled.
Restart the editor when prompted.
Or add it to your .uproject directly:
Plugins and debloating
The debloat suite can strip plugins from the engine tree using ExcludedPlugins.txt. That list is aggressive and includes plugins many projects genuinely need — GameplayAbilities, ApexDestruction, HairStrands and the NVIDIA plugins among them.
The same list is used by LocalBuilds\CompressBuildSeparate.bat to split plugins into their own archive, which is a non-destructive alternative. See Installed Builds.
Adding your own
Project plugins go in <Project>\Plugins, as with stock Unreal. Engine plugins that the whole team should have go in Engine\Plugins\Runtime\VitePlugins and require an engine rebuild and redistribution.
If you want a plugin bundled with Vite, it must be compatible with 4.21–4.27. UE5-only plugins are out of scope. See Proposed Plugins for the criteria and the current candidate list.