Help Locate UE5 PCG Plugins
Budget: $10 – $30 USD
I’ve already downloaded and installed Calysto Village (formerly “Massive Village”) and Calysto World (formerly “Massive World”) for procedural village, farm, and world generation in Unreal Engine 5, yet neither shows up in the Plugins section. I have confirmed the install paths and tried searching by name inside the Plugins window, but they still don’t appear.
I need someone familiar with these specific Calysto procedural generation plugins—and with general UE5 plugin troubleshooting—to connect via remote access, locate or properly register the plugins, enable them, and confirm they load without errors. Once they are visible and active, please walk me through any steps I should repeat on future projects (e.g., correct directory locations, .uplugin validation, rebuild steps, or version compatibility checks).
Acceptance criteria:
• Calysto Village and Calysto World both listed and enabled in the UE5 Plugins panel.
• Project opens without missing–plugin warnings.
• I can spawn their PCG assets in-editor.
• A brief recap of what was fixed or configured for my reference (text or recorded call is fine).
If you’ve dealt with plugin visibility issues or custom procedural generation tools in UE5 before, this should be straightforward work. Remote session can be scheduled at a time that suits us both, and I’ll have the project and engine ready.
I need someone familiar with these specific Calysto procedural generation plugins—and with general UE5 plugin troubleshooting—to connect via remote access, locate or properly register the plugins, enable them, and confirm they load without errors. Once they are visible and active, please walk me through any steps I should repeat on future projects (e.g., correct directory locations, .uplugin validation, rebuild steps, or version compatibility checks).
Acceptance criteria:
• Calysto Village and Calysto World both listed and enabled in the UE5 Plugins panel.
• Project opens without missing–plugin warnings.
• I can spawn their PCG assets in-editor.
• A brief recap of what was fixed or configured for my reference (text or recorded call is fine).
If you’ve dealt with plugin visibility issues or custom procedural generation tools in UE5 before, this should be straightforward work. Remote session can be scheduled at a time that suits us both, and I’ll have the project and engine ready.