Install the ACE Plugin#
Before you start:
Download the NVIDIA ACE Unreal Engine plugin from a link at https://developer.nvidia.com/ace/get-started#section-ace-tools-and-reference-workflows.
Set up your environment following the official docs from Epic Games: https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine?application_version=5.4.
The ACE UE plugin is tested and supported for UE 5.3 and 5.4 on Linux and Win64 platforms. The plugin includes source and may also build for other engine versions and platforms, but those are unsupported.
If you have a previous version of the ACE or OmniverseLiveLink plugin installed, see the Upgrading from a previous plugin version section below.
If you installed Unreal Engine through the Epic Games Launcher, it’s recommended that you use the “Installing to a Packaged Engine” instructions.
Installing to a Packaged Engine#
For a packaged engine installed from the Epic Games Launcher, find your
engine install location and copy the plugin somewhere under
Engine\Plugins\Marketplace
.
Note
You may have to create the Marketplace folder if one does not already exist. Installing the plugin to the incorrect engine folder can lead to Expecting to find a type to be declared in a module rules
errors when packaging your project.
![Install location for packaged engine](../../_images/install-location-marketplace-folder.png)
Installing to a Source Engine#
For a source engine, such as one acquired through GitHub and built from
source, copy the plugin somewhere under Engine\Plugins\Runtime
. Then
compile your engine.
Installing to a Source Project#
To install the ACE plugin directly to a source project:
Go to your project folder.
Create a
Plugins
folder if one doesn’t exist already.Copy the ACE plugin somewhere under
Plugins
.
Install the ACE plugin to either the engine or a project that uses that engine. Do not install it to both at the same time.
Activate the Plugin#
After you have installed the plugin to either the engine or your project:
Open your project in Unreal Editor.
Go to Edit > Plugins and search for
NVIDIA ACE
.- Check the box to add the plugin to your project.
- When prompted, restart the editor.
Upgrading from a Previous Plugin Version#
Typically, you must delete any previous copy of the plugin before copying in the new plugin version.
If you have a version of the NVIDIA ACE or Omniverse Live Link plugin prior to 2.0, you must complete extra steps to update your project.
Before installing the new plugin, uninstall any previous instances of
ACE
orOmniverseLiveLink
plugins from your engine and project by removing the ACE or OmniverseLiveLink folder. Then install the new ACE plugin using the instructions above.For a C++ project, you may see a compile-time error about
Unable to find plugin 'OmniverseLiveLink'
. If so, edit your.uproject
descriptor file to replace “OmniverseLiveLink” withNV_ACE_Reference
.For a blueprint-only project, you may see a dialog box on editor startup about “This project requires the ‘OmniverseLiveLink’ plugin, which could not be found”, and it offers to disable the plugin. Click Yes to disable it.
If your project references any content from the pre-2.0 plugin, you may have to set up a project-specific asset redirect to allow it to find the content under the new plugin descriptor name. This particularly affects the custom mh_arkit_mapping_pose_A2F pose asset. If you get errors about missing assets after upgrading the plugin, add this to your project’s
Config\DefaultEngine.ini
file:
[CoreRedirects]
+PackageRedirects=(OldName="OmniverseLiveLink",NewName="/NV_ACE_Reference/",MatchSubstring=true)
+PackageRedirects=(OldName="/OmniverseLiveLink/mh_arkit_mapping_pose_A2F.mh_arkit_mapping_pose_A2F",NewName="/NV_ACE_Reference/mh_arkit_mapping_pose_A2F.mh_arkit_mapping_pose_A2F",MatchSubstring=true)
The redirects allow assets with references to the old plugin version to load, but it’s still recommended to resave those assets after they’re properly loaded, which forces the references to be updated. For MetaHuman models, the asset containing the old plugin references is typically
Face_AnimBP
.
The legacy LiveLink-based interface from the 1.x version plugin, where input had to be provided to Audio2Face through an external application, is provided as-is and is no longer supported. The legacy interface exists in the current version of the plugin for convenience while upgrading an application from an older version of Audio2Face, but it will be removed in a future plugin release.