# Kismet — Install

Binary-only release for Unreal Engine 5.6 (Win64).

## Install
1. Close the Unreal Editor.
2. Copy the `KismetAI/` folder from this archive into your project's `Plugins/` directory so the layout is:
   ```
   <YourProject>/Plugins/KismetAI/KismetAI.uplugin
   <YourProject>/Plugins/KismetAI/Binaries/Win64/UnrealEditor-KismetAI.dll
   <YourProject>/Plugins/KismetAI/Binaries/Win64/UnrealEditor.modules
   ```
3. Launch the editor. Kismet loads automatically at `PostEngineInit`.

## API key
The plugin expects an Anthropic API key from one of:
- Environment variable `ANTHROPIC_API_KEY`
- File `~/.kismet/credentials` (single line, the key). The legacy path `~/.kismetai/credentials` is still read as a fallback.

## Port
The plugin starts an HTTP server on `127.0.0.1:8323`. Make sure nothing else binds that port.

## Engine BuildId compatibility
`UnrealEditor.modules` in this archive ships with `"BuildId": ""` (marketplace-style stub). Most Unreal 5.6 engines accept it on first load and stamp their own BuildId in place.

If the editor log shows
```
LogModuleManager: Skipping out-of-date modules in manifest '.../KismetAI/Binaries/Win64/UnrealEditor.modules'
LogInit: Warning: Incompatible or missing module: KismetAI
```
your engine is rejecting the stub. Open `Plugins/KismetAI/Binaries/Win64/UnrealEditor.modules` and set `"BuildId"` to whatever GUID appears in one of your engine's own `.modules` files, for example `Engine/Binaries/Win64/UnrealEditor.modules`. Save and relaunch.

## Troubleshooting
- **Plugin doesn't appear in the editor**: confirm `Plugins/KismetAI/KismetAI.uplugin` is directly under a `Plugins/` folder next to the `.uproject`.
- **"check your internet connection" on prompts**: the agent shells out to `curl.exe` on Windows. Verify `curl.exe -I https://api.anthropic.com` works from a terminal.
- **Logs**: `<YourProject>/Saved/Logs/<Project>.log` — search for `LogKismetAI`, `LogKismetAIAgent`, `LogKismetAIPanel`.
