Adding Phya to code project

actually, I built my question on this question whihch is similar, perhaps this is part of the solution?

I previously added the line to my Game.Build.cs file and I got some error but now it compiles :

PublicDependencyModuleNames.Add("Phya");

I still don’t get how to setup the plugin though; I think I have understood the sequence from the Unreal Phya docs, as follows:

//creating the instance
//https://docs.unrealengine.com/latest/INT/API/Runtime/CoreUObject/UObject/StaticConstructObject/index.html 
UObject * StaticConstructObject
(
    UClass * Class,
    UObject * InOuter,
    FName Name,
    EObjectFlags SetFlags,
    UObject * Template,
    bool bCopyTransientsFromClassDefaults,
    struct FObjectInstancingGraph * InstanceGraph
)

//Gives game-specific ability to handle all physics collisions in one place.
//This is a good place to play sounds and spawn effects, as it does not require special object-specific code.
virtual void HandlePhysicsCollisions
(
    const TArray < FCollisionNotifyInfo > & PendingCollisionNotifies
)

//Called after collision handler is allocated for a world.
virtual void InitCollisionHandler()

Is this correct?

Just so I know I’m on the right track.

Thanks,
Thomas