The Speckle Connector for Unreal is in its early stages - you've been warned! In its current stage, it's more a developer tool than a ready to use connector.
That aside, here's a quick guide on how to get started with it!
::: tip Prerequisites
To follow along with this tutorial, you will need to register with Speckle and install the required connectors 🔌. It takes less than 3 minutes!
For a comprehensive overview of this connector, check our docs 📚!
The Unreal connector is packaged as an Unreal Engine 4 plugin that is currently only available through Github. To use it in your project:
- Download and extract the
speckle-unrealrepository archive from https://github.com/specklesystems/speckle-unreal/archive/refs/heads/master.zip (or clone the repository using
- Go to the
SpeckleUnrealProject/Pluginsdirectory and copy the
SpeckleUnrealplugin directory to your project's
Pluginsdirectory (if your project directory doesn't contain a directory called
Plugins, you should create it)
- Open your UE4 project (or restart the editor if you already have it opened). This will build the plugin in your environment.
That's It! Your project can now use the Speckle plugin!
The plugin includes an actor type named
Speckle Unreal Manager that you can use to import objects from Speckle.
Here is how to use it:
1. In the
Place Actors sidebar, search for Speckle Unreal Manager and add it to the world.
2. Select the
SpeckleUnrealManager instance in the
World Outliner sidebar and use the options presented in the
3. Currently, we require an explicit ObjectID to import. You can explore the objects in a stream by using the Speckle Web App for the Speckle server that you use.
4. If your Speckle Stream is not public, you must generate a Personal Access Token and set it in the
Auth Token configuration option.
Treat your Personal Access Token as a password. If someone else has access to your auth token, they can access to your Speckle data.
5. After you set up the import parameters, just click the
Import Speckle Object button. The specified object and all its children will be important as mesh actors.
Material support is currently in its early stages. We differentiate only between two types of materials: transparent and non-transparent ones.
All the code is available in our Github repository. Feel free to clone, fork and open issues!
We hope you enjoyed this tutorial and found it useful!
Speckle is an Open Source project and we really ❤️ feedback, so if you have any questions, comments, critiques, or praises please let us know on our community forum.