Project Integration

On this page, we’ll learn how to import the FMM files and set them up correctly.

Plugins

The FMM Core Plugin includes all the menu assets and code needed. It's easy to install, especially if you purchased FMM from the FAB marketplace.

🛒 Install FMM From FAB Marketplace

Open Epic Games Launcher & Head Library TAB and search for Full Modern Menu System Then Press Install to Engine

Select the target engine version and hit Install

After the plugin installation is done, open windows file explorer and head to this direction \UE_Root_Folder\Engine\Plugins\Marketplace & Copy a folder called FullModeddf056c1df12V20 To your project Plugins folder.

Finally enable the plugin from plugins manager inside the unreal editor.

🌐 Install FMM From Third-Party Sources.

If you obtained FMM from Gumroad or from illegal sources XD, simply place the FMM_CorePlugin folder inside the Plugins folder in the root of your project folder.

Do not use a plugin built for a different engine version than the one you're using—even if it compiles—because engine versions differ in code, features, and even Blueprint behavior.

Again, If your unreal project has no folder called Plugins simply create it because you need it.

🖥️ Adding Upscalling Plugins To The Project

The DLSS, NIS, FSR, Streamline, and XESS plugins are required for the FMM plugin to work correctly.

To install these plugins, I’ve provided links to precompiled versions for each engine version supported by the FMM System. You can download them from the links below.

Not that these are tested and confirmed to cause no problems with the FMM System. You Can Check them using Virus Total if you don't feel comfortable downloading them.

Plugins Name
UE Version
Download Link

DLSS 4 - NIS & Reflex & FG - FSR3 - XeSS 2

5.2.1

DLSS 4 - NIS & Reflex & FG - FSR3 - XeSS 2

5.3.2

DLSS 4 - NIS & Reflex & FG - FSR3 - XeSS 2

5.4.4

DLSS 4 - NIS & Reflex & FG - FSR3 - XeSS 2

5.5.4

DLSS - FSR - XeSS 2

5.6.0

Coming Soon

Your Plugins Folder Should look like this (FMM_CorePlugin should have different name if you get the asset from FAB).

This picture was taken using UE5.5.4

This is how your plugins folder should look like :

This may be enabled by default after installing the FMM Plugin, but make sure the Common UI Plugin is enabled—if not, enable it manually.

Pre-Setup Project Settings

At this step, we will set up our project settings to be compatible with FMM.

💹 Basic Project Settings

You should enable DirectX 12, DirectX 11, and Vulkan support as these are required for RHI settings to work properly.

Enable Ray Tracing & Setup lumen to work with Ray tracing for Lumen / RT Settings to take effect.

Most of these settings are by default enabled in the latest Unreal Engine 5 versions.

Don't forget to change your Game Viewport Client class to CommonGameViewportClient.

Disable Gamepad support for Common UI, as FMM uses its own gamepad navigation system, which is different from both the Common UI and the engine's native system.

🖥️ Window Mode Compatibility

When the player puts the game in maximized window mode, it can cause compatibility issues with window mode and resolution handling, potentially breaking functionality. To prevent this, simply disable manual maximizing by turning off Allow Maximize & Allow Window Resize in the project settings.

Project Settings / Description / Settings

⚙️ Show Plugin Content

Hit Settings in the content of your unreal engine and activate Show Plugin Content.

Toggle On Show Plugin Content

The plugin content folder should appear in the right of the folders navigation menu in the right with name of FMM Core Content

🖱️ Input Actions

Firstly, make sure your input component class is set to EnhancedInputComponent & Default player input class to EnhancedPlayerInput to use the new Unreal enhanced input.

Inside the project settings, enable the Enhanced Input UserSettings

Inside the engine, navigate to /Plugins/FMM_CorePlugin/Full_Modern_Menu and open Settings_Configuration to configure your Input Mapping Context.

In the Global Settings section, set the Default IMC to the Input Mapping Context that should be used when the game loads. Then, add all IMCs—including the default one—to the 'IMCs for Key Mapping' section. (This array supports multiple values.)

🎚️ Setup default level

The default level is the one that should open when the player clicks the 'New Game' button. It serves as the main starting level of the game.

You can set up this level inside Settings_Configuration (the same one used for Input IMCs) by simply entering the level name with the .umap extension in the 'New Game Level' field.

🈶 Localization Info

The entire menu is localized; however, because the localization is handled within the plugin, Unreal Engine won't save your language settings unless your project has its own localization setup. If your project already includes localization, you can skip this step. Otherwise, follow the instructions below to set it up.

1 - Setup Localization In Localization Dashboard

Open the localization Dashboard from Tools/Localization Dashboard in the menu bar, and select english as native language :

2- Add all supported Languages

Press the Add New Culture button to add languages listed bellow.

Language
Language Code

Chinese

ZH

French

FR

German

DE

Portuguese

PT

Russian

RU

Spanish

ES

Ukrainian

UK

Your result should look like this

3- Gather And Compile Text.

Press The Gather text button, wait until it ends then hit Ok, press Compile text button then test the localization in Standalone Game.

4- Setup localization packaging.

Open you project settings, navigate to packaging and expand it to show Localization to package option.

Select All Languages in the table of supported languages, select main languages not subcultures meaning select English Not English (world) or English (Europe) and same apply for other languages.

Finalize Project Settings

Final preparations before content setup.

🎮 Game Default Map

Game Default Map is where the main menu is displayed. It is an empty black level with no in-game content and serves as a streamed level while the main menu widgets are active.

FMM includes a level named MainMenu_Level specifically for this purpose. To set it as the default level in your project:

  1. Open your Project Settings.

  2. Navigate to Maps & Modes.

  3. Set MainMenu_Level as the default map under the Game Default Map section.

my default level here is MainMenu_Level

If your game has a main menu level with 3D assets and scene and you want to use it as a background of the main menu, delete the MainMenu_Level inside the Levels folder ,place your level insde the Levels folder (in plugin or content folder of your project) and rename it to MainMenu_Level. Assign the Full_Modern_Menu_GameMode to your level and put this level in the Game Default Map inside project settings like explained before.

🕹️ Game Instance

Set Modern_Menu_Instance as your game instance class inside project settings.

My Game Instance Here Is Modern_Menu_Instance

At this point the menu should work inside your game with no errors and no problems now head to the next page to learn how to set-up your Game Mode and character.

Last updated