Installation and prerequisites
Requirements
| Component | Requirement for this integration |
|---|---|
| Platform | 64-bit Windows; Unreal Editor on Win64 |
| Unreal Engine | Stock UE 5.8; use the engine build supported by your plugin package |
| Editor rendering | DirectX 12 and Shader Model 6 |
| Native inference GPU | The current CUDA library targets Blackwell compute capability 12.0; RTX 5060 with 8 GiB VRAM is the development reference device |
| NVIDIA software | Compatible NVIDIA display driver and CUDA 12.8 runtime components |
| Microsoft runtime | Microsoft Visual C++ v14 Redistributable, x64 |
| Background removal | Vulkan-capable graphics driver and the matching vision.cpp runtime |
| Model storage | Approximately 16.89 GB for the four admitted model files, plus the plugin, download staging, caches, generated assets, and Unreal project storage |
The 13.88 GB checkpoint uses CPU-resident parameters and bounded GPU streaming. Its size is not a VRAM requirement, and an 8 GiB GPU does not imply that 8 GiB of system RAM is sufficient. No general minimum system-RAM specification has been qualified for this documentation. Larger internal resolutions increase time and memory requirements.
CPU fallback within a successfully loaded native backend does not remove Windows DLL dependencies or establish support for non-NVIDIA hardware with this CUDA build.
1. Install the external prerequisites
Close Unreal Editor before installing or repairing prerequisites.
NVIDIA driver
Download the driver for your exact GPU and Windows version from NVIDIA's official driver page. Follow the installer and restart if requested. The GPU driver also provides the Vulkan support used by the background-removal backend.
Microsoft Visual C++ runtime
Open Microsoft's Visual C++ Redistributable download page, select the x64 v14 package, and install it. If already installed, use Repair when troubleshooting missing Microsoft runtime DLLs. Microsoft requires the runtime to be at least as recent as the compiler used to build the application.
CUDA 12.8
The current native library depends on CUDA 12 DLLs, including cudart64_12.dll and cublas64_12.dll. A display driver alone does not install every CUDA Toolkit runtime library needed by VellForge.
- Open the official CUDA Toolkit 12.8 download archive.
- Select Windows, x86_64, and your Windows version.
- Download and run the NVIDIA installer. Install the CUDA runtime and library components; installing the complete Toolkit is a straightforward way to provide them.
- Follow NVIDIA's Windows installation guide.
- Restart Unreal Editor after installation so it inherits the updated environment.
If Windows still cannot locate the CUDA libraries, check that the installation's bin directory is on PATH, normally C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v12.8\bin. Do not copy unrelated DLL versions into the Unreal Engine directory.
The CUDA compiler is a developer tool; normal texture generation calls the supplied native library. The Vulkan SDK is also a developer prerequisite, not an application users must run alongside VellForge.
2. Install the plugin
If your distribution offers an engine-managed installation, use its installer for the supported engine version. For a project-local plugin archive:
- Close the project and extract the plugin folder into
<YourProject>/Plugins/HKHVellForge/. - Confirm that
VellForgeTool.upluginis directly inside that folder. Avoid a second nested copy of the plugin directory. - Open the project in the matching Unreal Editor version.
- Open Edit > Plugins, search for VellForge, and enable it. Restart when requested.
- Keep its engine plugin dependencies enabled: UVEditor, TextureGraph, GeometryScripting, and GeometryProcessing.
- In Project Settings, use DirectX 12 as the Windows Default RHI and enable the SM6 shader format. Restart if requested.
Keep the descriptor name VellForgeTool.uplugin unchanged. Its filename is the Unreal plugin identifier even when the enclosing folder is HKHVellForge.
If Unreal asks to rebuild missing modules, use the source-build instructions below or obtain the package for your engine version. Repeatedly copying DLLs from another engine version will not repair module compatibility.
3. Check the native runtime files
The provider loads these VellForge-supplied libraries from the installed plugin's Binaries/Win64/ directory:
stable-diffusion.dll
visioncpp.dll
ggml-base.dll
ggml.dll
ggml-cpu.dll
ggml-vulkan.dll
Obtain matching libraries through the VellForge distribution. Upstream binaries are not drop-in replacements for its pinned integration. A source package also needs the corresponding headers, import libraries, and native DLLs under Source/ThirdParty/; UnrealBuildTool stages the runtime dependencies during the build.
sd-cli.exe and vision-cli.exe are development probes. They are not applications users must install or launch to generate textures. No ComfyUI installation, Python worker, local web server, or workflow JSON is required.
4. Install the models and confirm setup
Follow Model pack installation, then open Window > VellForge LAB. Inspect any diagnostic before generating. A working viewport alone does not prove that the native libraries or model pack are ready.
Run the first-material workflow with the standard 1024 internal resolution. Confirm that generation completes, maps are published into project Content, and the material appears on the preview mesh.
Optional: build or modify the source
This section applies to a complete VellForge developer checkout, which includes the root build scripts and pinned patches. A plugin-only archive may not include those developer files.
Install Visual Studio with the Unreal-compatible C++ toolchain and Windows SDK. Native rebuilds additionally require Git, CMake, Ninja, CUDA 12.8, the MSVC 14.44 toolset used by the scripts, and the Vulkan SDK. Use Epic's Visual Studio setup guidance for the UE toolchain.
From the checkout root, with the admitted BiRefNet file already installed:
.\Build-StableDiffusionCpp.ps1 -VisualStudioRoot 'C:\Program Files\Microsoft Visual Studio\18\Community' -ToolsetVersion '14.44'
.\Build-VisionCpp.ps1 -VisualStudioRoot 'C:\Program Files\Microsoft Visual Studio\18\Community' -ToolsetVersion '14.44'
Adjust VisualStudioRoot to the actual installation. The scripts fetch pinned upstream source on first use and apply the required local patches. This developer download step is separate from local-only inference. Do not replace headers, import libraries, and DLLs independently.
Build the host from the checkout root using your installed stock engine:
$projectFile = Join-Path (Get-Location).Path 'VellForge.uproject'
& 'C:\Program Files\Epic Games\UE_5.8\Engine\Build\BatchFiles\Build.bat' `
VellForgeHostEditor Win64 Development `
"-Project=$projectFile" -WaitMutex -NoHotReloadFromIDE
The native source pins are stable-diffusion.cpp commit de298c225bed97c3f9026b73cd7b71e7879bd41b and vision.cpp commit 26a752912d49f6c4ff4545b35a1bdf7400d349ed. Retain the VellForge patches and build settings. Changing the native ABI or GPU target requires new compatibility and inference testing.