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Installation

Get Kard into your project, compiled, and confirmed working. Kard is a local-first plugin — once it’s installed, you’re ready to go. No account or server required.

You need:

  • Unreal Engine 5.7 (Windows / Win64).
  • A project you can add a plugin to and compile — Kard ships C++ modules, so it builds the first time the editor opens it.
RequirementDetail
EngineUnreal Engine 5.7
PlatformWindows (Win64)
Plugin typeCode plugin — compiles on first load
Required pluginSQLiteCore (ships with the engine; enabled automatically)
Optional pluginsNiagara, Level Sequence Editor, PCG, Electra Player

The optional plugins unlock extra features (effects, sequencer, PCG, and inline video). Kard loads each integration only if that plugin is enabled — if one is off, Kard still works; you just don’t get that integration.

  1. Close the Unreal Editor.
  2. Copy the Kard folder into your project’s Plugins directory, so the layout is: YourProject/Plugins/Kard/Kard.uplugin.
  3. If your project has no Plugins folder yet, create one first.
  1. Open your project. The editor detects the new plugin and compiles Kard’s modules — this can take a few minutes the first time.
  2. If prompted to rebuild missing modules, accept.
  1. In the editor, open Edit → Plugins.
  2. Search for Kard (it’s in the Editor category).
  3. Make sure it’s enabled. If you just enabled it, restart the editor when prompted.

Kard adds three ways to open it. Any one confirms a healthy install:

  • Toolbar — click the Kard button in the level editor toolbar.
  • Window menu — choose Window → Kard.
  • Kard menu — use the top-level Kard menu in the menu bar (Open Tasks / Pages / Notes / Dashboard).

Kard opens as a single dockable tab titled Kard.

To see which version you installed, open the Kard toolbar dropdown and choose Help → About Kard. It shows the installed version and the Kivibyte copyright.

Kard stores every card as a standard asset (.uasset) inside your project’s Content folder. That means:

  • Cards are version-controlled like any other asset — commit them with your project.
  • Nothing leaves your machine; there’s no external service to configure.

A hosted cloud sync backend is in development for a future release.

  • Quick start — create your first card in a couple of minutes.
  • Settings — tune folders, viewport, and more.
  • FAQ — storage, source control, and troubleshooting.