> For the complete documentation index, see [llms.txt](https://asperazera.gitbook.io/ultimate-event-system/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://asperazera.gitbook.io/ultimate-event-system/installation.md).

# Installation & Setup

Getting **Ultimate Event System** running in your project takes a couple of minutes. There is **no component to add and no manager to place** - once the plugin is enabled, the system is ready everywhere.

***

### Step 1: Enable the Plugin

1. If you installed UES from the Marketplace/Fab, add it to your engine from the Epic Games Launcher. If you have the plugin folder, copy it into your project's `Plugins/` directory:

   ```
   YourProject/
   └── Plugins/
       └── UltimateEventSystem/
   ```
2. Open your project and go to **Edit → Plugins**.
3. Search for **Ultimate Event System** and make sure it is **Enabled**.
4. Restart the editor if prompted.

<figure><img src="/files/fRk73zUhYCSLz2cg3AAj" alt=""><figcaption></figcaption></figure>

***

### Step 2: Check Dependencies (UE 5.3 / 5.4 only)

{% hint style="warning" %}
**Dependency Requirement**

On **Unreal Engine 5.3 and 5.4**, make sure the **Struct Utils** plugin is also enabled (**Edit → Plugins → search "Struct Utils"**).

On **UE 5.5+**, Struct Utils is built into the engine, so there is nothing extra to enable.
{% endhint %}

***

### Step 3: That's It - No Setup Required

Unlike many event frameworks, UES does **not** require you to add a component to your GameState or drop a manager actor into the level. The event bus is a self-initializing subsystem.

You can immediately use these nodes in **any** Blueprint (Actor, Widget, Component, GameMode, etc.):

* **Send Event** - broadcast an event.
* **Subscribe** - listen for events.
* **Unsubscribe** - stop listening.

{% hint style="success" %}
**Success:** The system is initialized and ready. Head to [Send an Event](/ultimate-event-system/quickstart/send-event.md) to fire your first event.
{% endhint %}
