Unreal Engine

A photograph becomes an actor in the level you have open.

LocalMesh builds the mesh on your own graphics card, then hands it to Unreal for you. No export folder, no drag and drop, no import dialog. The card has a button with the Unreal logo on it, and the object turns up in the level you are working in.

One click from the card Lands in /Game/LocalMesh Epic's own Remote Control API Nothing installed inside Unreal 127.0.0.1 only

What happens when you click

  1. 1
    LocalMesh converts the file. Interchange refuses a glTF that carries WebP textures, and refuses the whole file, geometry included. So a converted copy goes to the cache. The mesh in your library is never touched.
  2. 2
    Unreal imports it. Into /Game/LocalMesh, as a Static Mesh, with the textures the file carries, and the asset is saved.
  3. 3
    An actor is spawned. At the world origin, carrying the name of the card. Move it, scale it and place it like anything else in the level.

Setting it up, once

There is nothing from LocalMesh to install inside Unreal. The bridge is two plugins Epic already ships with the engine, Remote Control API and Python Editor Script Plugin, and LocalMesh only turns them on.

  1. 1
    Open a card's Send to panel. The chevron next to the send button.
  2. 2
    Choose Prepare an Unreal project. Point it at your .uproject. LocalMesh enables the two plugins in the project file and adds the setting that lets Remote Control run the import script.
  3. 3
    Restart the editor on that project. The change takes effect at startup. LocalMesh will not open Unreal for you and never reaches into a running editor to change its settings.

It tells you where the object is going

Once the project is prepared, the panel shows the version of the engine, the project and the level that are open. If Remote Control does not answer it says that instead, and tells you what to switch on. An object that lands somewhere you did not expect is worse than one that does not land at all.

Why this mesh is worth importing

It is a quad mesh with UVs, and colour, normals, roughness, metallic and occlusion arrive as separate maps rather than baked into one another. That matters more in an engine than anywhere else: chrome reads as chrome and matte stays matte under your own lighting, instead of everything turning up with the lighting of the original photograph painted onto it.

It is a prototyping asset and it does not pretend otherwise. It is what you put in the level while you are still deciding what the level is, not the hero prop somebody will model properly later.

What it will not do

Put your own references in your level

14 days free, then $39 once. Windows, an NVIDIA card with 8 GB, and Unreal already installed.

Download LocalMesh