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.
What happens when you click
- 1LocalMesh 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.
- 2Unreal imports it. Into /Game/LocalMesh, as a Static Mesh, with the textures the file carries, and the asset is saved.
- 3An 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.
- 1Open a card's Send to panel. The chevron next to the send button.
- 2Choose 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.
- 3Restart 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
- Meshes only. The bridge carries .glb, .gltf and .obj. A gaussian splat is a .ply and does not go through it. That file is on your disk and Unreal is not a splat viewer in any case.
- The editor has to be open. On a project you prepared. Remote Control is what answers, so a project without it gets a message rather than a silent failure.
- It does not wire your shaders. You get the Static Mesh, its textures and the material Unreal builds from the file. If you have a material of your own, you still plug it in yourself.
- Nothing leaves the machine. Remote Control listens on 127.0.0.1, and the only thing LocalMesh sends it is a script LocalMesh wrote.
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