# Installation

1. Install **Crowd Toolkit** from the [Fab marketplace](https://www.fab.com/).
2. Open your project and go to **Edit → Plugins**.
3. Find **Crowd Toolkit** under the **AI** category and make sure it is **enabled**.
4. Restart the editor when prompted.

![Crowd Toolkit enabled in the Plugins window](../assets/get-started/install-plugins.png)

::: tip
Crowd Toolkit ships with an **example map** and example Blueprints (`BP_Crowd`,
`BP_CrowdRenderer`, `BP_RtsController`). They live in the plugin's **content folder** (enable
*Show Plugin Content* in the Content Browser) and wire up the full selection → order → render
loop from [Quick Start](./02-quick_start.md).
:::

## Requirements

| | |
|---|---|
| **Engine** | Unreal Engine 5.5 |
| **Platform** | Win64 |
| **Module type** | Runtime (loaded by default) |

## Blueprint or C++

Everything in Crowd Toolkit is exposed to **Blueprint** - you can ship a game with it without
writing any C++. The Quick Start shows every step both ways.

To call the API from **C++**, add the module to your `*.Build.cs` dependencies:

```csharp
PublicDependencyModuleNames.AddRange(new[] { "CrowdToolkit" });
```

Then include the headers you need:

```cpp
#include "CrowdToolkitActor.h"     // ACrowdToolkitActor - the crowd actor
#include "CrowdToolkitLibrary.h"   // UCrowdToolkitLibrary - GetCrowd + bulk math nodes
```
