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Documentation Index

Fetch the complete documentation index at: https://www.cometchat.com/docs/llms.txt

Use this file to discover all available pages before exploring further.

Get your Application Keys

Sign up for CometChat and then:
  1. Create a new app
  2. Head over to the API & Auth Keys section and note the Auth Key, App ID, and Region

Prerequisites

Minimum Requirements
  • Unreal Engine 5.5.4 or 5.7.2
  • C++ development tools for your platform
  • CometChat account with App ID, Auth Key, and Region

Supported Platforms

Engine VersionPlatforms
UE 5.5.4Mac, Windows
UE 5.7.2Mac

Install the Plugin

Option 1: Use Precompiled Binaries (No Build Required)

1

Copy the plugin source

Copy Plugins/CometChatSdk/ from the SDK repository into your project’s Plugins/CometChat/ directory.
2

Download precompiled binaries

Download the precompiled binaries for your engine version:
curl -1sLf -O 'https://dl.cloudsmith.io/public/cometchat/cometchat/raw/versions/v1.0.0-beta.1/CometChat-UE5.5.4-precompiled.zip'
3

Extract into your plugin directory

Extract the zip contents into your project’s Plugins/CometChat/ directory (merging with existing files).
4

Enable the plugin

Add the plugin to your .uproject file:
{
  "Plugins": [
    {
      "Name": "CometChat",
      "Enabled": true
    }
  ]
}
5

Open your project

Open your project in Unreal Editor — no compilation needed.
Your project structure should look like this:
YourProject/
├── Plugins/
│   └── CometChat/
│       ├── CometChat.uplugin
│       ├── Source/
│       ├── Config/
│       └── ThirdParty/chatsdk/    ← Prebuilt static libraries (all platforms)
├── Source/
└── YourProject.uproject

Option 2: Build from Source

  1. Copy Plugins/CometChatSdk/ from the SDK repository into your project’s Plugins/CometChat/ directory
  2. Regenerate project files and build

Add Module Dependency

In your game module’s .Build.cs file, add the CometChat module as a dependency:
using UnrealBuildTool;

public class YourGame : ModuleRules
{
    public YourGame(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[]
        {
            "Core",
            "CoreUObject",
            "Engine",
            "CometChat"   // Add this line
        });
    }
}

Verify the Plugin

After installation:
  1. Open your project in the Unreal Editor
  2. Go to Edit → Plugins
  3. Search for CometChat — it should appear and be enabled
The plugin loads at the PreDefault phase, so it’s available before your game module initializes.

Initialize CometChat

The CometChatSubsystem is a UGameInstanceSubsystem — it’s created automatically when your game starts. You just need to call Configure with your App ID and Region before using any other SDK methods.
  1. In any Blueprint, get a reference to the CometChat Subsystem via Get Game InstanceGet Subsystem → select CometChatSubsystem
  2. Call the Configure node with your App ID and Region
ParameterTypeDescription
App IdFStringYour CometChat App ID
RegionFStringYour app region (us or eu)
Configure must be called before Login. Calling Login without configuring first will result in a failure callback.
Make sure you replace YOUR_APP_ID with your actual CometChat App ID.

Plugin Architecture

The plugin provides:
  • UCometChatSubsystem — Game instance subsystem for CometChat operations
  • Async Blueprint actions — for login, logout, send message, fetch messages, groups
  • CometChatEventBridge — Real-time event callbacks
  • CometChatGroupChatBox — Ready-to-use group chat UI widget
  • Native C++ chat SDK via ThirdParty/chatsdk/ (prebuilt static libraries)

Next Steps

Now that the plugin is installed and configured, head to Authentication to log in your first user.