Unreal Engine 4/5 plugin for importing objects from Speckle v2.
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SpeckleUnreal.uplugin Added support for Unreal 5.4 (#92) 2024-05-08 14:34:58 +01:00

README.md

Speckle for Unreal Engine

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Speckle makes integrating Unreal Engine with your 3D workflows even easier.
This plugin connects Unreal Engine to Speckle, allowing you to receive your versioned 3D data from Speckle inside Unreal Engine, enabling interoperable collaboration between Unreal and other Speckle connectors (Revit, Rhino, Blender, Sketchup, Unity, AutoCAD, and more!)

https://user-images.githubusercontent.com/45512892/187969471-3f548b17-3388-48ee-a07c-bd3a0ecf5149.mp4

Checkout our dedicated Tutorials and Docs.

If you are enjoying using Speckle, don't forget to our GitHub repositories, and join our community forum where you can post any questions, suggestions, and discuss exciting projects!

Notice

We officially support Unreal Engine 4.27, 5.0-5.4

Features:

Supported Conversions:

Speckle Type Native Type
Objects.Geometry.Mesh Static Mesh Component /
Procedural Mesh Component
Objects.Geometry.PointCloud LiDAR Point Cloud
Objects.Other.Instance Actor with Transform
Objects.BuiltElements.View Camera
Speckle.Core.Models.Collection Empty Actor

Supported platforms: Windows, Linux, MacOS Other platforms may work, but currently untested.

Limitations:

  • Currently no support for sending Unreal geometry to Speckle.
  • Does not use the .NET or Python SDK, or the Speckle Kit based workflow, all code is in native C++/BP.
  • Does not use our shared Desktop UI 2, only a simple editor UI is currently provided.
  • Does not fetch accounts from Speckle Manager, you must generate a personal access token (auth token) to receive non-public streams.

How to install

Speckle for Unreal Engine can be installed through the Unreal Engine Marketplace.


Alternatively, developers may prefer to install manually.

  1. Git clone this repo (or download and extract the archive zip) into your project's Plugins directory (created as needed)
  2. Open/Restart your Unreal project. This will build the plugin for your environment.

See our docs for usage instructions.

If you encounter build issues, try building your project from VS/Rider directly. Look at the Saved\Logs\ files for error messages, and don't hesitate to reach out on our community forums for help!

For contributing to any of our code repositories, please make sure you read the contribution guidelines for an overview of the best practices we try to follow.