XGRIDSDocs
  • 简体中文
  • English
  • 繁體中文
  • 日本語
  • Deutsch
  • Español
  • Italiano
  • Français
  • Русский
  • 简体中文
  • English
  • 繁體中文
  • 日本語
  • Deutsch
  • Español
  • Italiano
  • Français
  • Русский
  • 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
  • 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
    • Version History
  • Plugin & SDK

    • Unreal

      • Introduction
      • Quick Start - Windows
      • Quick Start - Linux
      • Quick Start - Quest3
      • Editions and Licensing
      • Rendering
      • 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
      • API Reference

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

        • 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

UE5 3DGS Plugin FAQ

Which data formats are supported?

LCC2 (.lcc2), LCC (.lcc), SOG (.sog), SPZ (.spz), PLY (.ply).

Which UE versions are supported?

UE 5.4 ~ 5.8.

Which platforms are supported?

Windows (Win64), Linux. macOS, Android, and iOS are not supported.

Is Linux Arm64 supported?

The currently released plugin versions do not support cross-compiling from Windows to the Linux Arm64 platform.

Is a native Linux version of the plugin available?

Yes, but it is not available for download on the developer platform. To request the Linux version, send an email to sdk@xgrids.com with the following template:

  • Company name:
  • Use case: intended use of the plugin
  • Engine version: which Unreal Engine version is needed
  • How you found us: where you learned about the plugin

Can it be used on a custom engine version?

Released plugin packages only work with engines published by Epic. Vendor-customized branches (such as the NVIDIA RTX branch), commercial engines derived from UE (such as Pixotope), and engines with locally modified source all require a custom build, see Custom Engine Versions.

What is the difference between LCC and LCC2?

The LCC pipeline is the older implementation and uses chunked streaming. The LCC2 pipeline is the current main pipeline and supports depth output, LOD octrees, normal generation, and other newer features. Single-file formats (SOG/SPZ/PLY) use the LCC2 pipeline internally.

How do I choose an Actor?

  • .lcc2 file → ALCC2Actor
  • .lcc file → ALCCActor
  • .sog file → ASogActor
  • .spz file → ASpzActor
  • .ply file → APlyActor

Are relative paths supported?

Yes. Relative paths are relative to the Content directory of the project. Relative paths are mandatory when distributing to other machines.

Is the plugin open source? Can the source be modified?

No. The plugin is distributed as binaries and provides only compiled modules and a public API, with no source code.

Because it is a binary plugin, the Intermediate folder under the plugin directory must not be deleted. The Intermediate of the project can be regenerated, but the one of the plugin cannot once removed, and the plugin package has to be downloaded again.

Is PLY import supported? What are the requirements for PLY?

Yes, but the format has requirements:

  • Must be a standard 3DGS format PLY
  • Spherical harmonics of band 0 and band 3 are supported (band 3 means 45 coefficients)
  • Property types must be float
  • Property order must match the standard 3DGS order
  • With or without a Normal property is fine

PLY files that do not meet these conditions (for example non-standard variants exported by third-party tools) have to be converted to the standard format first. Regular geometric point cloud PLY cannot be loaded.

Note: bands 1 and 2 will be supported in the next version.

PLY also has no LOD and no chunking, so converting large scenes to the LCC2 format is recommended.

Is Android packaging supported?

The current version does not support packaging directly to the Android platform. To use it on a VR device, run on PC and stream, see Quick Start - Quest3.

Is orthographic view supported?

It depends on the render mode:

  • Point cloud mode: supported, both orthographic and top views display normally
  • 3DGS mode: not supported, nothing is visible in orthographic view

To view the scene in orthographic view (for floor plans or top-down views), switch RenderMode to Point Cloud.

Can a mirror material reflect 3DGS?

No. When a reflection is needed (a rear-view mirror, for example), use the SceneCapture2D component of the engine to capture the image instead.

Can it be rendered together with regular Mesh models?

Yes. The typical approach is to cut away the part of the 3DGS to be replaced with the clipping tools, then place the reworked Mesh into the clipped area; the plugin handles depth and occlusion automatically.

Set the Mesh material to Opaque; translucent materials can produce depth sorting issues. Extend the clipping edge slightly beyond the Mesh bounds.

Can I get the latitude and longitude of a point on the 3DGS?

The plugin does not provide a coordinate conversion interface directly, but the calculation can be done manually. The .lcc2 description file contains epsg and offset information, which can be converted together with GetRTKBaseLocation and the conversion methods of the geographic reference system.

Can annotations made in LCC Studio be shown in the plugin?

No. Annotations are saved in the attrs.lcp file, which the plugin does not parse, so the application layer has to read and render it.

Can the skybox configured in LCC Scene Editor be brought into UE?

No. Two easily confused concepts need to be separated here, because the "sky" seen in an LCC scene actually comes from two different places:

Environment DataSkybox
What it isThe scene environment background generated automatically during reconstruction, including the distant sky and distant views. Essentially 3DGS Gaussians marked as "environment"The background effect replaced through a preset template in LCC Scene Editor
Part of the data itselfYes, stored along with the LCC dataNo, only an overlay display feature of the Editor
Supported by the pluginRendering supportedNot supported, not carried over with the data

In other words, the plugin can render the reconstructed environment background, but the skybox template swapped in the Editor does not come along.

For sky effects in UE, use the engine solutions such as Sky Atmosphere, SkyLight, or a custom skybox material. To view only the environment data, confirm LoadMode is Both (the default value); setting it to OnlyMain hides the environment part, see Load Mode.

Are C++ calls supported?

Yes. Add the LCC4UnrealRuntime module dependency in build.cs.

Is collision supported?

.lcc and .lcc2 are supported and the data must ship a collision file; .sog, .spz, and .ply contain no collision data and have to be built manually with Blocking Volumes or an approximate mesh. See Collision.

Is nDisplay supported?

Yes. With ALCCActor (LCC pipeline), set Default Traversal Type to Circle and restart the editor; the LCC2 pipeline can stay on the default. See Third-party and Engine Plugin Integration.

Is VR supported?

Stereo rendering (InstanceStereo) is supported.

How many clipping volumes / section planes can actually be placed?

LicenseEffective count
Free edition50 of each type
Pro edition65536 of each type

The two types are counted independently and do not consume each other's quota. For licensing, see Editions and Licensing.

What do I do about a specific failure?

This page only answers consultation questions. When a specific symptom already occurs (nothing displayed, flickering, low frame rate, packaging errors), see Troubleshooting and locate it by symptom.

To view logs and use the debug tools, see Logging and Diagnostics.

Any other questions?

See Contact Us for help through the technical support email, the developer platform, or the Discord community.

Prev
Localization
Next
Troubleshooting