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  • PortalCam

    • Product Overview
    • Basic Operation
    • Using the LCC Scan App
    • Maintenance and Care
    • FAQ
  • Lixel K Series

    • Lixel K1

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
    • Lixel K2

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
  • Lixel L Series

    • Lixel L2 Pro

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Measure Point
      • Appendix
      • FAQ
  • Accessories

    • Stick Light

      • Installation Guide
      • Basic Operation
      • FAQ
  • Lixel Studio

    • Version and Copyright
    • Installation and Activation
    • Software Interface
    • File Operations
    • Project Processing
    • Tools
    • 2D Drawing
    • Applications
    • Settings
    • Device Connection
  • Lixel CyberColor

    • LCC Studio

      • Getting Started
      • Version and Updates
      • Download and Installation
      • Interface Overview and Navigation
      • Before Reconstruction
      • Model Reconstruction
      • Single Model Reconstruction
      • Map Fusion
      • Aerial-Ground Fusion
      • Aerial Reconstruction
      • My Models
      • Other Features
      • Settings and Account
      • Converter
      • Video Reconstruction
      • FAQ
    • LCC Scene Editor

      • Version & Updates
      • Account & Login
      • Product Overview & Home
      • Editor Interface
      • Scene Navigation Modes
      • File
      • Settings
      • Edit Operations
      • Window
      • Global Toolbar
      • Assets & Properties
      • Left Toolbar
      • Viewpoints
      • Portal
      • Skybox
      • Annotations
      • Measurement
      • Flythrough
      • Scene Report
      • 3D Layout
      • Mini-Map
      • Preview Mode (Viewer)
      • Help
      • FAQ
      • Spawn Point
    • LCC Model Editor

      • Version and Updates
      • User Guide
      • Overview and Interface
      • File Operations
      • Selectors
      • Editing Models
      • Measurement
      • Color Grading
      • Asset Management
      • Settings and Help
      • FAQ
    • Capture Guide

      • Overview
      • Capture Devices Overview
      • General Capture Principles
      • Indoor Scene Capture
      • Outdoor Scene Capture
      • Large-Scale Capture (Map Fusion)
      • Aerial-Ground Map Fusion Capture
      • Object Capture
      • People Capture
      • Video Reconstruction Capture
      • HD Enhancement
      • Control Points (Lixel P1)
      • FAQ and Troubleshooting
    • LCC Studio Linux

      • Product Overview
      • Architecture Guide
      • Installation and Deployment Guide
      • Container Startup Parameters Guide
      • CodeMeter Offline Licensing Deployment Guide
      • API Reference
      • Appendix - Developer Data Guide
      • Appendix - Error Code List
      • Single-Machine Multi-GPU Cluster Deployment QuickStart
    • Version History
  • Plugin & SDK

    • Unreal

      • Introduction
      • Quick Start - Windows
      • Quick Start - Linux
      • Quick Start - Quest3
      • Editions and Licensing
      • Rendering
      • Tiled Rasterization (Experimental)
      • Visual Settings
      • Normals and Lighting
      • Scene Editing
      • Performance Parameters
      • Performance Guide
      • Third-party and Engine Plugin Integration
      • Proxy Mesh
      • Loading Animation
      • Collision
      • Navigation System Support
      • Single Layer Water Support
      • Localization
      • FAQ
      • Troubleshooting
      • Logging and Diagnostics
      • Contact Us
      • Best Practices

        • Relighting 3DGS with a LixelStudio Mesh
      • API Reference

        • ALCCActorBase
        • ULCCComponentBase
        • ULCCComponent
        • ULCC2Component
        • SOG / SPZ / PLY Actors
        • ALCC2ProxyMesh
        • ALCCClippingVolume
        • ALCCSectionPlane
        • ALCCLoadVolume
        • ULCCUtilLibrary
        • Enums
        • Structs
      • Changelog

        • v3.4.0
        • v3.3.1
        • v3.0.0
        • v2.2.1
        • v1.0.0
        • v0.9.0
        • v0.8.0
        • v0.7.1
        • v0.6.1
        • v0.5.2
        • v0.4.1
        • v0.4.0
        • v0.3.0
        • v0.0.5
        • v0.0.4
        • v0.0.3
        • v0.0.2
        • v0.0.1
    • Web

      • Introduction
      • Rendering Performance Optimization Guide
      • Graphics Configuration
      • FAQ
      • API Reference

        • LCCRender::clearIndexDB
        • LCCRender::dispose
        • LCCRender::load
        • LCCRender::setCamera
        • LCCRender::unload
        • LCCRender::update
        • LCCObject::checkRenderNextFrame
        • LCCObject::clearRenderNextFrame
        • LCCObject::ecef2Prj
        • LCCObject::getBounds
        • LCCObject::getEnvInstancedMesh
        • LCCObject::getInstancedMesh
        • LCCObject::getLodInfos
        • LCCObject::getOriginPosition
        • LCCObject::getProjectionCoordinateSystemInfos
        • LCCObject::hasCollision
        • LCCObject::hasEnvironment
        • LCCObject::hasShcoef
        • LCCObject::intersectsCapsule
        • LCCObject::intersectsRayExt
        • LCCObject::intersectsRayFromOriginExt
        • LCCObject::intersectsSphere
        • LCCObject::lowerToBottom
        • LCCObject::prj2Ecef
        • LCCObject::raiseToTop
        • LCCObject::raycast
        • LCCObject::raycastFromOrigin
        • LCCObject::setAlpha
        • LCCObject::setClipBox
        • LCCObject::setClipPlane
        • LCCObject::setEndLod
        • LCCObject::setLodAutoLevelUp
        • LCCObject::setMaxDistance
        • LCCObject::setMaxNodeSplats
        • LCCObject::setMaxSplats
        • LCCObject::setOriginPosition
        • LCCObject::setPointsColor
        • LCCObject::setRenderState
        • LCCObject::setRotation
        • LCCObject::setScale
        • LCCObject::setSemantic
        • LCCObject::setSemanticColor
        • LCCObject::setSmooth
        • LCCObject::setStartLod
        • LCCObject::setTranslation
        • LCCObject::setVisible
        • LCCObject::togglePointsDisplayMode
        • LCCObject::useEnvironment
        • LCCObject::useShcoef
      • Changelog

        • v0.6.3
        • v0.6.2
        • v0.6.1
        • v0.6.0
        • v0.5.5
        • v0.5.4
        • v0.5.3
        • v0.5.2
        • v0.5.1
        • v0.5.0
        • v0.4.1
        • v0.4.0
        • v0.3.1
        • v0.3.0
        • v0.2.0

Render a 3DGS Scene on Windows

Render a 3DGS scene in Unreal Engine 5, starting from scratch.

Environment Setup

Step 1: Install Unreal Engine

  1. Download and install the Epic Games Launcher
Epic Games Launcher download page

Download and install the Epic Games Launcher from the official site

  1. Start Epic Games, select Unreal Engine, and click Library
Open the Unreal Engine library

Open the Unreal Engine library in the Epic Games Launcher

  1. Click "+", select an engine version, and click Install to start the installation
Select a version and install Unreal Engine

Select an engine version and install Unreal Engine

Step 2: Install Visual Studio (required for C++ projects)

Install Visual Studio when creating a C++ project or building a Shipping package:

  1. Download Visual Studio 2022
  2. Unreal Engine Visual Studio setup documentation

Blueprint-only projects do not require Visual Studio, so this step can be skipped. Packaging still requires a C++ project.

Step 3: Create a Project

  1. Start Unreal Engine and click new project
Start Unreal Engine and create a new project

Start Unreal Engine and create a new project

Create a new project in the project browser

Create a new project in the Unreal Engine project browser

  1. Select a template

  2. Select the C++ or Blueprint project type

  3. Select the project directory and click Create

Configure project type, name, and save directory

Configure project type, name, and save directory

  • Some templates do not support C++ projects.
  • With the LCC Unreal Plugin, Blueprint projects work in the editor only and cannot be packaged.
  • Use English characters for the C++ project path and name.
  1. For a C++ project, wait until the Visual Studio project files are generated
Project directory after C++ project generation

Project directory structure after C++ project generation

Step 4: Install the Plugin

  1. Close the editor
  2. Create a Plugins folder in the project root (skip if it already exists)
  3. Copy the entire downloaded LCC4Unreal plugin folder into Plugins/
LCC4Unreal plugin in the project Plugins directory

Copy the LCC4Unreal plugin into the project Plugins directory

  1. Restart the editor
  2. Confirm the plugin is enabled: Edit > Plugins > search for "LCC4Unreal"
  • C++ project note: on the first startup after adding the plugin, the engine detects the new module and prompts for a rebuild. If startup fails, do the following:
  • In Visual Studio, right-click the project → Generate Project Files → rebuild
Prepare to regenerate project files after deleting Intermediate

Regenerate project files after deleting the Intermediate directory

Regenerate the Visual Studio project files

Regenerate the Visual Studio project files

Hardware Requirements

HardwareRecommended
CPUIntel i7 6th generation or AMD Ryzen 5 1600 and above
GPUNVIDIA GTX 2060 and above (DX11/SM5 support required)
Memory16GB DDR4 3200MHz and above
Video memory4GB and above (8GB+ recommended for large scenes)
DiskSSD recommended

Register an App Key

Register an App Key before using Pro edition features. Skip this step when using only free edition features. See Editions and Licensing.

Workflow

Step 1: Place the Actor

Quick Add panel:

  1. Click the LCC button on the toolbar to open the panel
  2. Select "LCC2Actor" in the Quick Add area
Add LCC2Actor through Quick Add

Add LCC2Actor through the Quick Add panel

Step 2: Load Data

  1. Select the Actor
  2. Click Load under the Actions category in the Details panel, then select the data file in the file dialog
  3. DefaultLoadPath can also be set directly:
    • Absolute path: D:\data\scene\meta.lcc2
    • Relative path (relative to the Content directory): Scenes/Tower/meta.lcc2
Set the LCC data load path in the Details panel

Set the LCC data load path in the Details panel

Load Through Blueprint

LCC2Actor->Load("D:/data/scene/meta.lcc2")
Load LCC data with the Blueprint Load node

Load LCC data with the Blueprint Load node

Load in C++

Add the module dependency in build.cs:

PublicDependencyModuleNames.Add("LCC4UnrealRuntime");
#include "LCCActorBase.h"
#include "LCC2Component.h"

MyActor->Load(TEXT("D:/data/scene/meta.lcc2"));

Unload Data

MyActor->UnLoad();
Unload LCC data with the Blueprint UnLoad node

Unload LCC data through the Blueprint UnLoad node

Unloading releases all memory and video memory resources held by the Actor.

Step 3: Adjust Display

PropertyDefaultDescription
RenderMode3DGS3DGS (default) or Point Cloud
LightModeUnlitUnlit (default) or Lit
SplatScale1.0Splat size, 0.001~1.0
GlobalAlpha1.03DGS opacity, 0.0~1.0

Step 4: Run

Press Play (Alt+P) to render in real time.

3DGS scene rendering after running the project

Real-time 3DGS scene rendering after running the project

Release Packaging

Configure Packaging

  1. Set the startup level
Open the default map settings of the project

Open the default map settings in the project settings

Select the editor and game startup levels

Select the startup levels used by the editor and the game

  1. Select a build configuration
Select the Development or Shipping build configuration

Select the Development or Shipping build configuration

ConfigurationUse case
DevelopmentDevelopment and debugging, keeps logs and statistics
ShippingFinal delivery, best size and performance
  1. Configure the data directory (when using relative paths)

Add the LCC data directory under ProjectSettings > Packaging. Two settings are available, chosen by distribution method:

SettingData formUse case
Additional Non-Asset Directories To CopyCopied into the packaged output as plain filesData stays visible and replaceable in the output directory
Additional Non-Asset Directories To PackagePacked into the pak fileData ships inside the pak instead of being exposed as separate files

Note: both options support the full feature set. In earlier versions, PLY models and collision data failed to load when packed into the pak file via Additional Non-Asset Directories To Package; that issue has been fixed.

The value to enter is a top-level directory name under Content (e.g. LCCData), not a file path. Do not include Content/ prefix or specific file names.

Add the non-asset data directory to copy

Add the LCC data directory to the non-asset copy list

When neither is configured, the packaged output contains no LCC data and runtime loading fails.

  1. Run packaging

Platforms > Windows > Package Project

Run Windows packaging from the Platforms menu

Run Windows project packaging from the Platforms menu

Select the Windows packaging output directory

Select the packaging output directory for the Windows project

Startup Loading of Single-file Formats

In a packaged build, the three single-file formats .ply, .spz and .sog load synchronously at startup by default, controlled by the Sync Load At Runtime property on the Actor (enabled by default).

SettingStartup behavior
Enabled (default)Blocks until the data is ready before showing the image, so there is no initial black screen that gradually fills in
DisabledShows the image immediately and loads in the background, so the scene starts out empty

Keep it enabled when the opening frame has to be complete (presentations, screen recording); disable it to get an image as soon as possible and accept the scene filling in gradually.

Note: this property only affects packaged builds. Loading in the editor is always asynchronous regardless of this setting, and .lcc2 and .lcc use streamed loading, so it does not apply to them either.

Notes

Full Rebuild in the project settings and Rebuild in Visual Studio are not supported for packaging.

Do not enable Full Rebuild when packaging

Do not enable Full Rebuild or run Rebuild when packaging

Linux Platform

See Quick Start - Linux.

VR (Quest3 Streaming)

See Quick Start - Quest3.

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