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Integrate ADT SDK with your Unreal projects

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Overview​

This guide shows you how to download the AccelByte Development Toolkit (ADT) SDK and integrate it with your Unreal project.

Download ADT SDK​

  1. Download the ADT SDK, then copy the SDK subfolder to {GAME_PROJECT_FOLDER}/Plugins/BlackBoxSDK. If you don't have a plugins folder, create one.

  2. Open your game's project file from this folder: {GAME_PROJECT_FOLDER}/.uproject.

  3. Use this code block to enable the ADT (BlackBox) SDK plugin.

      "Plugins": [
    {
    "Name": "BlackBoxSDK",
    "Enabled": true
    }
    ]

This example code block shows what your file should look like when you add the ADT SDK plugin.

{
"FileVersion": 3,
"EngineAssociation": "5.0",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "AccelMania",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "BlackBoxSDK",
"Enabled": true
}
]
}
  1. Open the Build.cs file from this location {GAME_PROJECT_FOLDER}/Source/{GAME_NAME}/{GAME_NAME}.Build.cs.

  2. Modify the file to reference the plugin module. This example code block shows the addition of BlackBox SDK to the list of module names.

    //Copyright Epic Games, Inc. All Rights Reserved.

    using UnrealBuildTool;

    public class AccelMania : ModuleRules
    {
    public AccelMania(ReadOnlyTargetRules Target) : base(Target)
    {
    PHCUsage = PHCUsageMode.UseExplicitOrSharedPCHs;

    PublicDependencyModuleNames.AddRange(new string[] {"Core","CoreUObject","Engine","InputCore","HeadMountedDisplay",
    "BlackBoxSDK"});
    }
    }
The next step is to enable the ADT SDK plugin in the Unreal Editor. 

## Enable the ADT SDK plugin in Unreal

Follow these steps:

1. Launch your project.

2. Go to **Edit** > **Plugins**.

3. In the **Project** > **AccelByte** section, enable the **Checkbox** to the left of **AccelByte Development Toolkit SDK**.

![Checkbox to the left of AccelByte Development Toolkit SDK in the Unreal Engine](/images/docs/getting-started/01/01/integrate_w_adt_sdk.png)

4. Close the window and restart the Unreal Editor.