Installation
From Fab
Install TakeForge to your engine from the Fab listing, or add it to a project via the Epic Games Launcher. Enable it under Edit → Plugins → Animation → TakeForge and restart the editor.
The listing covers 5.6, 5.7 and 5.8 - pick the version matching your project and Fab installs the build for it. All three get the same tools; the plugin adapts to the engine it was built against rather than dropping features on the older ones.
From source (project plugin)
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Copy the
TakeForge/folder into your project'sPlugins/directory:MyProject/Plugins/TakeForge/TakeForge.upluginSource/... -
Restart the editor. If prebuilt binaries for your exact engine version are not included, UE will offer to compile the plugin - accept (requires Visual Studio on Windows or Xcode on Mac).
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Confirm it's active: Edit → Plugins, search "TakeForge".
Verifying the install
The quickest check is the TakeForge menu on the editor's main menu bar: Settings..., Documentation, and About TakeForge, which reports the installed version and the engine version it was built for. Every other entry point needs an animation asset selected first, so this is the one place to confirm the plugin loaded at all.
Right-click any Animation Sequence in the Content Browser. You should see a TakeForge submenu under Get Asset Actions. A TakeForge button in the Animation Editor toolbar (and Window → TakeForge) opens the dockable panel - drag its tab to the editor's right edge to keep it as a permanent sidebar.
Uninstalling
Disable the plugin in Edit → Plugins, or delete the
Plugins/TakeForge/ folder. Assets processed by the tool are ordinary
AnimSequence assets and are not affected by removing the plugin.