StoryletEngine for Unreal
Storylet Studio publishes .storyworld bundles - precompiled storylet data ready to play at runtime. StoryletEngine for Unreal is a plugin for Unreal Engine 5.7+ that loads those bundles inside your UE project and runs storylets from Blueprint or C++.
This page is the orientation: what the plugin does, where to get it, and what's involved in shipping a Storylet Studio storyworld through an Unreal game. The plugin itself ships with full installation and API documentation; this is the "what is this thing" overview.
What you need
- Unreal Engine 5.7 or later.
- A
.storyworldbundle from Storylet Studio - published from the authoring tool via Publish. - The StoryletEngine plugin zip, from download.storylet.studio under "Engine plugins".
What the plugin gives you
- Asset importer. Drag a
.storyworldfile into the Content Browser and you get aStorylet Engine Storyworlddata asset. - Blueprint + C++ runtime API. Create a
Storylet Engine Sessionagainst a storyworld, call Draw to get the eligible hand of storylets, call Play to pick an outcome and apply it. The same surface is available from both Blueprint and native C++. - Editor inspector. A
Window > Tools > Storylet Enginetab for poking at a live session in Play-In-Editor. Storylet.*GameplayTag mirror so storylets can hook into the systems you already have (ability system, narrative beats, etc.).- Save / restore of session state via the standard UE serialization path.
Quickstart (30 seconds)
The full quickstart lives in the plugin's own README; the short form:
- Drop the unzipped plugin into
<YourProject>/Plugins/StoryletEngine/, regenerate project files, and build. - Drag your
.storyworldfile into the Content Browser - the importer creates aStorylet Engine Storyworldasset. - On a long-lived Blueprint (your
GameInstanceworks), create aStorylet Engine Sessionfrom the storyworld asset inBeginPlay. - Each turn: call Draw on the session, then Play with the chosen storylet's
Game Idand the outcome'sGame Id.
That covers the basic loop. Save / restore, the inspector tab, and the GameplayTag mirror are all wired up automatically.
Where to next
- The plugin's own
README- quickstart, full API reference, supported UE versions, troubleshooting. - Simulate - what running a storyworld looks like in the reference UI; the Unreal plugin exposes the same Draw / Play primitives.
- Game Data - the per-storylet custom fields a player shell typically reads to drive presentation (UI, dialogue, audio).