Installation
The plugin must be installed in the project. Do not use the version installed in the engine because it must contain project-specific assets and configuration.
Step 1: Installation
Two methods are available for installing the plugin: through the Epic Games Launcher or through the Fab plugin. Installation through the Fab plugin is recommended because it is much simpler.
Via the Epic Games Launcher
Note: these folders appear only if the plugin has already been enabled. If they do not appear, you can move directly to the rest of the process.
Via the Fab plugin
Note: the plugin will be added directly to the project.
Step 2: Project Configuration
Step 2 — Add the configuration to the assets to cook
Add the global price table to the additional assets to cook list in Project Settings > Packaging > Additional Asset Directories to Cook
Without this step, the global price table will not be included in the final game package. The project can still be packaged and the system can start, but it will not work as expected. If you place this table in another folder, update the path accordingly. This price Data Table must be cooked.

The plugin may be installed in both the engine and the project. In that case, Unreal Engine uses the version in the project. After copying the plugin into the project, you may remove it from the engine if you wish. In every case, use a version installed in the project rather than the engine.