# Unreal

Our Unreal connector is in an early stage of development. It supports receiving meshes from Speckle in Unreal Engine 4.

Make sure to check out (and star ⭐️ ) our Github repository: https://github.com/specklesystems/speckle-unreal (opens new window)

# Installation

The Unreal connector is packaged as an Unreal Engine 4 plugin that is currently only available through Github. To use it in your project:

  1. Download and extract the speckle-unreal repository archive from https://github.com/specklesystems/speckle-unreal/archive/refs/heads/master.zip (opens new window) (or clone the repository using git tools)

  2. Go to the SpeckleUnrealProject/Plugins directory and copy the SpeckleUnreal plugin directory to your project's Plugins directory (if your project directory doesn't contain a directory called Plugins, you should create it)

  1. 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!

# Usage

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.

  1. Select the SpeckleUnrealManager instance in the World Outliner sidebar and use the options presented in the Speckle category

  1. 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.

  1. If your Speckle Stream is not public, you must generate a Personal Access Token and set it in the Auth Token configuration option.

IMPORTANT

Treat your Personal Access Token as a password. If someone else has access to your auth token, they can access to your Speckle data.

  1. 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.

# General Notes

This plugin is in early stages of development. If you have any thoughts or suggestions about this plugin, you're welcome to discuss them in our forum (opens new window).