Configuring your Project For the plugin to work, there are a number of configurations that have to be set properly. Let’s step through them. Go to Edit -> Project Settings. You’ll see this window: In Maps & Mode: Change the GameMode to BP_ZED_GameMode Change Game Instance Class to ZEDGameInstance In General Settings: Change the Game Viewport Client Class to ZEDGameViewportClient Change LocalPlayerClass to ZEDLocalPlayer Set Near Clip Plane to 1.0. Next we’ll change graphics settings. A few are required, but most we disable to improve performance since they have little to no effect on the scene we intend to create. The latter you can safely ignore if you have your own reasons for doing so, or if performance is of no concern. Required (red): Disable Ambient Occlusion Disable Auto Exposure Disable Motion Blur Set Anti-Aliasing Method to FXAA (this is the only kind of anti-aliasing supported by the ZED SDK) Suggested (blue): Disable Texture Streaming Disable Allow Static Lighting Disable DBuffer decals Disable Separate Translucency Disable Custom Depth-Stencil Pass Disable Ambient Occlusion Static Fraction (AO for baked lighting) Set Early Z-pass to None The last few settings live in a config file. In Windows Explorer, go to your project folder, open the Config folder, and open DefaultEngine.ini. Open it and scroll down to [/Script/Engine.RendererSettings]. There will be a few lines underneath it. Below those, paste the following lines: r.SeparateTranslucency=0 r.HZBOcclusion=0 r.MotionBlurQuality=0 r.PostProcessAAQuality=3 r.BloomQuality=1 r.EyeAdaptationQuality=0 r.AmbientOcclusionLevels=0 r.SSR.Quality=1 r.DepthOfFieldQuality=0 r.SceneColorFormat=2 r.TranslucencyVolumeBlur=0 r.TranslucencyLightingVolumeDim=4 r.MaxAnisotropy=8 r.LensFlareQuality=0 r.SceneColorFringeQuality=0 r.FastBlurThreshold=0 r.SSR.MaxRoughness=0.1 r.rhicmdbypass=0 sg.EffectsQuality=2 sg.PostProcessQuality=0 Your DefaultEngine.ini file should look like this: Go back to the editor and you will see a notification at the bottom right that you need to restart it. Do so. Once you do, the skybox (background) in the editor may be different, but it’ll switch back to the white grid you saw before when it finishes building the shaders.