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Installation and plugin issues

Fix plugin-not-found errors, module load failures, Blueprint-only project limitations, and Android packaging errors in the Convai Unreal Engine plugin.

Use this page to resolve problems that occur during installation or when the plugin fails to load in the Unreal Editor. Issues that appear after the plugin loads — such as API key or audio errors — are covered in the other troubleshooting pages.

First-line check

Before investigating specific symptoms, run through these three checks. They confirm whether Unreal can discover the plugin and load the runtime module.

1

Confirm the plugin appears in the Plugins list

Open Edit > Plugins and search for Convai. The plugin entry must appear and be enabled (checkbox checked). If it does not appear, the folder structure is incorrect — see Plugin does not appear in the Plugins list.

2

Check the Output Log for LogConvai entries

Open Window > Output Log and type LogConvai in the search field. A failed native library load appears as Failed to load %s from %s. If no Convai log categories appear, Unreal may not have discovered the plugin.

3

Verify the plugin folder structure

For a project-level install, the plugin root must be at <YourProject>/Plugins/Convai/ and must contain ConvAI.uplugin. For an engine-level install, the plugin root is under the engine's Engine/Plugins/Marketplace/Convai/ folder.

Plugin does not appear in the Plugins list

Symptom: After copying the plugin folder into the project or engine, the Convai entry does not appear under Edit > Plugins.

Cause — incorrect installation location or folder structure: The extracted folder does not contain ConvAI.uplugin at the plugin root, or the folder was placed in a location Unreal does not scan.

Fix: Move the extracted plugin folder to one supported location, then restart the Unreal Editor:

Install type
Folder

Project-level install

<YourProject>/Plugins/Convai/

Engine-level install

<UnrealEngine>/Engine/Plugins/Marketplace/Convai/

The selected folder must contain ConvAI.uplugin at its root.

Verify: Open Edit > Plugins, search for Convai, and confirm the entry appears. Enable it if it is not already enabled, then restart the editor when prompted.


Cause — Fab or Marketplace install not propagated: When the plugin was acquired through Fab, the Epic Games Launcher must install it to the engine before the editor can detect it.

Fix: Open the Epic Games Launcher, go to your Library, locate the Convai plugin entry, and click Install to Engine for the engine version you are using.

Verify: Relaunch the Unreal Editor. The plugin should appear in Edit > Plugins under the Runtime category.

Plugin enabled but editor does not restart cleanly

Symptom: You enable the Convai plugin and click Restart Now, but the editor crashes or shows a compile dialog on restart.

Cause — C++ project requires a recompile: Unreal Engine may recompile project code when a source plugin is added at the project level. If compilation fails, the editor will not start.

Fix: Open the project in Visual Studio (or your configured IDE), select Build > Build Solution, resolve any compile errors, then launch the editor again.

Verify: The editor opens without a compile dialog, and the Convai components appear in the Add Component menu when editing a Blueprint.

Blueprint-only project cannot load the plugin

Symptom: The plugin is installed correctly but the editor crashes on restart, or shows a dialog saying it cannot compile modules. You are using a Blueprint-only project with no C++ source files.

Cause: A project-level source plugin can require Unreal Build Tool to compile modules such as Convai, ConvaiEditor, and ConvaiVisionBase. Blueprint-only projects have no generated C++ target, so Unreal cannot compile a project-level source plugin.

Fix — option A (recommended): Convert to a C++ project

In the Unreal Editor, select File > New C++ Class, accept the default None parent class and the default file name, and click Create Class. This generates the project files and sets up the build environment. After the IDE opens, build the solution, then relaunch the editor.

Fix — option B: Engine-level installation

Install the plugin into the engine directory instead of the project directory. Place the plugin folder at:

Replace 5.x with your engine version. The engine already has a build environment, so engine-level plugins do not require a per-project compile step.

Verify: The editor restarts cleanly after the build completes. Convai components appear in the Add Component menu.

ConvaiEditor module not available

Symptom: On Unreal Engine 5.1 or earlier, the Convai editor window does not appear. The Output Log shows ConvaiEditor: Editor UI disabled - requires UE 5.2 or later.

Cause: The ConvaiEditor module requires a property-binding editor feature that is not available in UE 5.1 and earlier. The module is intentionally disabled on those engine versions.

Fix: Upgrade to Unreal Engine 5.2 or later to use the Convai editor window. On UE 5.1 and earlier, configure the API key manually by setting API_Key in Config/DefaultEngine.ini under the [/Script/Convai.ConvaiSettings] section.

Verify: After setting the key in the config file, open Edit > Project Settings > Plugins > Convai and confirm the API Key field shows the value you set.

Plugin version 4.0.0-beta.21 supports all Unreal Engine 5.x versions from 5.0 onward; ConvaiEditor is the only component that requires 5.2 or later.

AudioCapture plugin dependency missing

Symptom: The editor shows an error referencing a missing AudioCapture module, or the plugin fails to load with a dependency error.

Cause: The AudioCapture engine plugin is a required dependency. It may be disabled in the project's plugin configuration.

Fix: Open Edit > Plugins, search for Audio Capture, and enable it. Restart the editor.

Verify: The Convai plugin loads without errors. Check the Output Log for LogConvai messages at startup — there should be no missing-module errors.

Plugin loads on Windows but not on Android

Symptom: The plugin works in the Windows editor and in Windows packaged builds, but fails to load or causes errors when packaging for an Android target.

Cause — missing Android SDK or NDK configuration: A packaging failure can occur when the Android NDK or SDK path is not configured, or when the AndroidPermission plugin dependency is disabled in the project.

Fix:

  1. Confirm that the Android NDK and SDK paths are set in Edit > Project Settings > Platforms > Android SDK.

  2. Open Edit > Plugins, search for Android Permission, and enable it.

  3. Rebuild the project for the Android target.

Verify: The packaging log completes without module-not-found errors for Convai or ConvaiVisionBase.


Cause — missing native libraries in the APK: The plugin's Android APL copies libconvai_client.so, libconvai_http_helper.so, and libwebrtc.jar into the Android build. If a custom packaging step removes these files, the real-time connection can fail on-device.

Fix: This is handled automatically by the plugin's Convai_AndroidAPL.xml. If you are seeing native-load failures, confirm that:

  1. The plugin's Convai_AndroidAPL.xml file is present at Plugins/Convai/Source/Convai/ and has not been removed or modified.

  2. Your ProGuard or R8 configuration does not override the keep rules inserted by the plugin. The APL includes rules for WebRTC JNI classes and native methods:

Verify: Run adb shell ls /data/app/<your.package.name>/lib/arm64/ after installing the APK. You should see libconvai_client.so and libconvai_http_helper.so listed.

Next steps

Connection and API key issuesDiagnostics and log export

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