Installation
Requirements
- Unreal Engine 5.7
- A Discord application
- Discord desktop for runtime testing
- Compatible Discord Social SDK headers, import library, and runtime library
Windows 64-bit is the primary verified platform.
Install The Plugin
Copy the complete plugin folder into your Unreal project:
YourProject/
Plugins/
DiscordPulse/
DiscordPulse.uplugin
Config/
Resources/
Source/Then:
- Regenerate project files if the project uses C++.
- Open the project.
- Go to Edit > Plugins.
- Search for Discord Pulse.
- Enable it and restart Unreal Editor.
Blueprint-only projects do not need a new C++ module or a custom Game Instance class.
Verify The Social SDK Files
Minimum Win64 layout:
Source/ThirdParty/DiscordSocialSDK/
DiscordSocialSDK.Build.cs
License-Notices.txt
include/
cdiscord.h
discordpp.h
lib/
release/
discord_partner_sdk.lib
bin/
release/
discord_partner_sdk.dllOnly Unreal's full Debug configuration uses the debug SDK folders. DebugGame, Development, Test, and Shipping use release.
Optional Krisp files are staged when present. Rich Presence does not require them.
Configure The Discord Application
- Create or select the game in the Discord Developer Portal.
- Copy the numeric Application ID.
- Use that value for
Initialize Discord Presence. - Upload Rich Presence art assets if the game uses images.
Do not use:
- Public key
- Client secret
- OAuth client secret
- Any non-numeric identifier
Discord saves uploaded asset keys in lowercase. Use the saved key, not the image display name.
Confirm The Plugin Is Available
After restarting Unreal:
- Open a Blueprint graph.
- Add
Get Game Instance Subsystem. - Set the class to
Discord Presence Subsystem. - Confirm nodes such as
Initialize Discord PresenceandSet Simple Presenceappear.
Do not call the getter from Blueprint Game Instance Event Init. The subsystem does not exist yet at that point in UE 5.7.
Continue with Quick Start.
Old SDK Folders
The current module uses:
Source/ThirdParty/DiscordSocialSDK/Legacy DiscordRpcLibrary and DiscordGameSDK folders are not used. Remove them only after the project compiles, packages, and passes runtime verification.