Edit → Plugins menu. Once enabled, you should be promoted to restart your project.
That’s It! Your project can now use the Speckle plugin!
Plugins directory (created as needed).Saved\Logs\ files for error messages,
and don’t hesitate to reach out on our community forums for help!
Speckle Unreal Manager that you can use to import objects from Speckle.
Here is how to use it:
Place Actors sidebar, search for Speckle Unreal Manager and add it to the world.
SpeckleUnrealManager instance in the World Outliner sidebar and use the options presented in the Speckle category.
Speckle Unreal Manager actor.Expand
https://app.speckle.systems)2. Enter the Project ID. This can be copied from the url of your project, and pasted into the “Project ID” property of your Speckle Unreal Manager.


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Speckle Unreal Manager actor (also, ensure the ServerUrl is correct)3. Deselect the “specify by object id” option, and, assuming the url + token is valid, the drop down selections for project, model, and version will be available.options limit value.
If no options appear, then try deselecting, and reselecting the actor, and check the Output Log for warnings.Receive button. The specified object and all its children will be imported as Actors.ServerTransport is used to make a HTTP request to a Speckle server for the object (and its children).
It fetches JSON objects from the server, which are then stored in a local Memory Transport.ReceiveOperation node handles the received objects, and deserializes them into Object Models (objects inheriting UBase).SpeckleConverterComponent converts these objects into native actors/components.Plugins\speckle-unreal\Content\Examples directory and looks like this:

SpeckleConverterComponent provides the conversion functionality for converting Speckle objects to native UE Actors.
However, this class does not contain specific conversion logic.ISpeckleConverter.
Please note thatOut of the box, the plugin provides converters for the following conversions:ISpeckleConverterhere, is not the same as theSpeckle.Core.Kits.ISpeckleConverterin the .NET SDK.
| Speckle Type | Native Type | |
|---|---|---|
Objects.Geometry.Mesh | → | Static Mesh Component / Procedural Mesh Component |
Objects.Geometry.PointCloud | → | LiDAR Point Cloud |
Objects.Other.BlockInstance | → | Actor with Transform |
Objects.BuiltElements.View | → | Camera |
Speckle.Core.Models.Collection | → | EmptyActor |
Due to the nature of Unreal Engine, it is necessary to offer options/settings for how objects are converted. So eachStaticMeshConverterandProceduralMeshConverterare mutually exclusive, and for most users we recommend using static meshes (default).
ISpeckleConverter can also expose properties that can be set from within the editor, or from BP/C++.
This structure is distinctly different from other connectors, which often have one large conversion class that holds many conversions, and provide few (if any) settings.
Using the StaticMeshConverter as an example, you can see that it exposes several settings, such as the type of actor to create, and mesh build settings.
SpeckleConverterComponents will be setup with a set of default converters.
For most users, there is no further configuration required.
However you can create your own instances of specific ISpeckleConverters through the assets in the Content, and then assign them to the converter component.
This can be done by right clicking and creating a new converter of a specified type.
You can create your own custom converters in BP/C++ (see Creating Custom Conversion docs)
ProceduralMeshConverter(https://github.com/specklesystems/speckle-unreal/blob/main/Source/SpeckleUnreal/Public/Conversion/Converters/ProceduralMeshConverter.h):
UProceduralMeshComponent.StaticMeshConverter(https://github.com/specklesystems/speckle-unreal/blob/main/SpeckleUnrealProject/Plugins/SpeckleUnreal/Source/SpeckleUnreal/Public/SpeckleUnrealStaticMesh.h):
UStaticMeshComponent.RenderMaterial(https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Other/RenderMaterial.cs) will be all they want.
Many users, however, want to use textured materials, after all, Unreal excels in photorealism, and high quality materials are a significant part of that.
The Material Overrides feature of the MaterialConverter addresses this need, as it enables a semi-automated workflow for applying textured materials to received geometry.
Speckle’s Objects(https://speckle.guide/developers/objects.html) kit supports PBR materials through
the RenderMaterial(https://github.com/specklesystems/speckle-sharp/blob/main/Objects/Objects/Other/RenderMaterial.cs) property of Speckle meshes.
When receiving meshes with a RenderMaterial, the MaterialConverter will create a MaterialInstances which are applied to converted meshes.
MaterialConverter exposes a few properties for defining the base/parent material of the materials created.
Opaque materials will be converted as instances of BaseMeshOpaqueMaterial.
And transparent materials will be converted as instances of BaseMeshTransparentMaterial.
By default, these base materials are simple materials with opaque/translucent shader models respectively.
Both have several properties exposed (see screenshot), and during the conversion process,
these properties are set with the values from the RenderMaterial.
The default opaque material “SpeckleMaterial”, looks like this:


RenderMaterial.name will be matched against materials in the MaterialsOverridesByName array.RenderMaterial.id will be by key with materials in the MaterailOverridesById map.
MaterialConverter instance.
Materials with the ID f5f7ebd4a... will use this material instead of converting one from the object’s RenderMaterial.

MaterialConverter instance..
Materials with the name Mossy_Grass will use this material instead of converting one from the object’s RenderMaterial.
OverridesById that matches by Id.OverridesByName that matches by Name./Game/Speckle/Materials/{id} package. (i.e. from a previous receive, but not cached, or from a strategically placed asset)RenderMaterial of the Mesh.DefaultMaterial set in the MaterialConverter will be used.Note: If there is no material on an object, we do not fall back to the parent’s material like previous versions of this connector. We are aware this may cause unexpected behaviour. This issue will be addressed.
ISpeckleConverter classes can expose properties, such as the type of Actor to create, whether to create an asset, or build settings etc.
If this doesn’t satisfy your needs, there are a few ways to further customise conversion.
ISpeckleConverter class and add an instance to your SpeckleConverterComponentSpeckleConverterComponent to customise more generally how objects are converted and actors attached.speckle-unreal\Source\SpeckleUnreal\Public\Objects and are all subclasses of the UBase type.
For the most part, these classes are direct ports of the corresponding .NET classes from our Objects kit.
For example Mesh, and BlockInstance.
An Object Model is required in order to convert Speckle objects.
If you are looking to convert a type that we don’t provide an Object Model, creating one is simple.
This process is very similar to defining an object model in the .NET and PY SDKs,
But be aware of certain limitations:
UBase.
Add your properties, and implement the Parse method to set these properties from the JSON object.
URenderMaterial for an example, see UMesh for a more advanced example.
UConversionUtils provides helper methods for dechunking / dereferencing Speckle objects.
Currently, Unit scaling is applied during Parsing (not conversion). This is subject to change!In the future, we may consider creating a proper deserializer that uses reflection, this would mean Object Models can be deserialized without developers having to write these Parse methods. There are several technical challenges for us to solve before this is possible.
UObject class that implements ISpeckleConverter.
You must implement the ConvertToNative and CanConverToNative methods.
ConvertToNative function, it is best to contain that in a separate function.
But this class can be implemented however you want!
The AvailableConverters parameter object is a reference to the master aggregate converter, and we can use this if we need to convert other Speckle Objects, and want to reuse conversion logic from another converter.
The StaticMeshConverter for example, will use the AvailableConverters to convert a RenderMaterial.
CleanUp method can be implemented, which is used to clear any cached objects / any additional clean up that needs to be done between receive operations.
UObject

ISpeckleConverter to the Implemented Interfaces list.

