1. Set up

This tutorial is for developers located outside China, using hosting outside China

If you are located in China and using hosting inside China, see the [CN] Starter Template quick-start tutorial.

Starter Template quick-start: 1 - Set up

To use the Starter Template, you must complete the following steps:

  1. Create a new project using the Starter Template
  2. Build the GDK for Unreal module dependencies

Step 1: Create a new project using the Starter Template

  1. In File Explorer (Windows), navigate to UnrealEngine/Engine/Binaries/Win64 and double-click UE4Editor.exe to open the Unreal Editor, or in Finder (macOS), navigate to UnrealEngine/Engine/Binaries/Mac and double-click UE4Editor to open the Unreal Editor.
  2. In the Unreal Editor's Project Browser window, select the Games tab and then Next.
  3. Select SpatialOS GDK and then select Next.

Image: The Unreal Engine Select Template window

  1. In the Folder field, choose a suitable directory for your project. To avoid issues around path length limitations (Windows only), make sure the directory is as close to the root as possible.
  2. In the Name field, enter a project name of your choice.
  3. Select Create Project.

Note: When you create a project, Unreal Engine automatically creates a directory named after the project name you entered. This tutorial uses <YourProject> as the project name.

Image: The Unreal Engine Project Browser, with the project file path and project name highlighted

After you have selected Create Project, Unreal Engine generates the necessary project files and directories. It then closes the Editor and automatically opens Visual Studio (Windows) or Xcode (macOS).

Step 2: Build the project

To set up the Starter Template, follow the steps for your operating system (either Windows or macOS).

  1. In Visual Studio's Solution Explorer window, right-click on UE4 and select Build.
  2. When Visual Studio has finished building, right-click on <YourProject> and select Set as StartUp Project.
  3. Press F5 on your keyboard or select Local Windows Debugger in the Visual Studio toolbar to open your project in the Unreal Editor.

Image: The Visual Studio toolbar

Note: Ensure that your Visual Studio Solution configuration is set to Development Editor.


When you run the Unreal Editor for the first time, you might see a Windows Defender Firewall message stating that it has blocked some features of runtime.exe. Select Allow access to continue and open the Unreal Editor.

  1. On the Unreal toolbar, select Play to build the project.

Note: Ensure that your Xcode scheme is set to Development Editor.


When you run the Unreal Editor for the first time, you might see a warning message asking you if you want to accept incoming network connections. Select Allow to continue and open the Unreal Editor.

The toolbar

When you open the project in the Unreal Editor, you can see there are additional options on the Unreal Editor toolbar and an additional Editor settings panel. You use these GDK toolbar and some Editor settings options in later steps of this guide.

Image: Unreal Editor toolbar with GDK for Unreal options on Windows

Note: On macOS there is no Cloud option in the toolbar, as you can’t start a cloud deployment from macOS.

Find out more about the UE fork's version of the Unreal Editor toolbar and settings panels:

  • Toolbar
  • SpatialOS Editor Settings panel
  • SpatialOS Runtime Settings panel

  • 2020-06-26 Page updated with editorial review: added MacOS, mobile, UI and deployment workflow changes.
    2019-08-12 Page updated with editorial review: updated navigation.
    2019-07-16 Page updated with editorial review.

    Updated about a year ago

    1. Set up

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