Unreal Engine 5 Plugin

3DGS & 4DGS UE5 plugin — Gaussian splatting in Unreal Engine 5

Drop real-capture scenes into Unreal Engine 5 in minutes. Import .ply, .splat and compressed splat formats from Luma AI, Postshot, Polycam or Scaniverse, render millions of Gaussian splats at 60+ FPS, and play 4D dynamic captures as scrubable sequences — no meshing, no photogrammetry cleanup.

UE 5.5 – 5.83DGS4DGSRuntime importVR ready

4DGS Showcase

Dynamic 4D volumetric video, played like media

Load standard PLY sequences and play 4DGS captures with full timeline control — scrub, loop and blend over 100M Gaussian splats at more than 100 FPS. No baking, no mesh conversion, no video proxies: the actual volumetric data streams at render time.

  • Sequencer-driven playback — keyframe and trim like footage
  • 100M+ splats at 100+ FPS, CUDA-accelerated
  • Loop, ping-pong, play-rate and frame blending

Showcase clip is a captured 4D sequence rendered live in the plugin. Get the plugin to play it in your own project.

4DGS Showcase — dynamic Gaussian splatting playback in Unreal Engine 5
4DGS SHOWCASE · live capture playback
100+ FPS100M+ splats
looping

Capabilities

Built for Industry-Standard Pipelines

MLSLabsRenderer drops into the pipelines your team already ships with: standard PLY assets, UE5 Sequencer, and OpenXR VR headsets — no bespoke formats, no locked-in workflows.

High-Performance Static 3DGS — Gaussian splatting in Unreal Engine 5

High-Performance Static 3DGS

Import, parse, and render standard PLY-based 3DGS assets in real time. Achieve over 50 FPS with scenes containing more than 5 million Gaussian splats.

Dynamic 4DGS Playback — Gaussian splatting in Unreal Engine 5

Dynamic 4DGS Playback

Play back dynamic 4DGS volumetric content from standard PLY sequences with timeline control and smooth rendering of 100M+ Gaussian splats at over 100 FPS.

Sequencer Integration — Gaussian splatting in Unreal Engine 5

Sequencer Integration

Fully integrated with UE5 Sequencer for keyframe animation, timeline editing, and cinematic production workflows.

VR & Stereo Rendering — Gaussian splatting in Unreal Engine 5

VR & Stereo Rendering

Optimized for VR headsets with stereo rendering, delivering immersive 3DGS experiences with high visual fidelity and ultra-low latency.

Renderer

Millions of splats, one component

A simulated viewport: one actor component, one draw path, full editor integration. Scrub, loop and blend 4D captures with the same controls your team already knows from Sequencer.

MLS SplatRenderer · museum_4d.seq · frame 128/240
60+ FPSWindows 10/11 · RTX 4070
5Msplats · LOD on
3.5 GBVRAM budget
0 meshescapture to render
rendering

What it does

3D Gaussian Splatting reconstructs a real location from photos or video into millions of positioned, colored Gaussian primitives — photoreal, and with no mesh to model, retopologize or texture. The plugin makes splats a first-class citizen of Unreal Engine 5: one component renders the splat cloud with GPU sorting, automatic level of detail and frustum culling, and composites it with your scene’s depth buffer, exposure and post-processing.

4D captures — dynamic scenes such as street traffic, crowds, water or a moving camera pass — arrive as splat sequences. Scrub them, loop them, change playback speed or blend between frames, driven from Blueprints or a Sequencer track. The same runtime API can stream splats from Pak files or HTTP, so live-configuration tools and evolving scenes work without a rebuild.

License & pricing options

Key features

Built like an engine feature, not a hack

Any-capture import

Drag .ply, .splat, .ksplat and compressed splat exports from Luma AI, Postshot, Polycam, Scaniverse or Nerfstudio straight into the Content Browser — meshes, normals and LODs are generated on import.

4DGS sequence playback

Play dynamic captures like media: timeline scrubbing, loop and ping-pong modes, play-rate control and frame blending, all exposed on a Sequencer track.

Performance at scale

GPU radix sort, automatic level of detail, splat budgets and frustum culling keep 5M splats at 60+ FPS on desktop hardware and inside a 90 fps VR budget.

Runtime loading

Stream splat clouds from Pak files or HTTP at runtime — ideal for live-configuration tools, digital twins and scenes that evolve without a client rebuild.

Composites with your scene

Depth-testing against scene geometry, exposure and tone matching, and collision proxies so gameplay, physics and AI can interact with captured spaces.

Blueprint API

Every feature is exposed as Blueprint nodes — load, play and configure splat scenes from the editor without writing code.

Technical specifications

Engineered numbers, not marketing claims

Hardware-backed performance targets for the 3DGS/4DGS rendering pipeline, measured on reference scenes across the supported engine versions.

SpecificationValue
Static 3DGS rendering60+ FPS at 5M Gaussian splats, LOD & frustum culling
Dynamic 4DGS playback100+ FPS at 100M+ splats, timeline-controlled
Rendering pipelineCustom low-level CUDA path (non-Niagara)
Depth & compositingConsistent depth alignment + pixel-level scene composition
Input formatsStandard PLY assets and PLY frame sequences
Engine supportUnreal Engine 5.5–5.8
Editor integrationSequencer tracks and Blueprint nodes
VR & stereoOpenXR headset rendering, ultra-low latency
PlatformsWindows 10 or 11 (64-bit)
LicensingFree with watermark, watermark-free from $19.9

Core technology

Four technologies pushing the performance envelope

CUDA-based Gaussian rendering

A custom CUDA renderer draws tens of millions of Gaussian splats per frame, avoiding the CPU-to-GPU marshalling and per-particle overhead of simulation-based pipelines.

Consistent depth computation

CUDA and UE5 depth data are computed on the same scale and aligned, eliminating layering artifacts so splats and mesh geometry occlude each other correctly.

Seamless pixel-level composition

Accurate depth-based compositing with native UE5 scenes preserves lighting, shadows and occlusion — splats feel like part of the level, not a decal on top of it.

Native custom rendering engine

A fully native engine that bypasses Niagara's limitations: maximum rendering throughput, minimal latency, and headroom for next-generation scene sizes.

Use cases

Where captured reality wins

Virtual production

Real locations on the LED wall in minutes: scan the set, drop it into UE5, light and camera-match against a photoreal backdrop instead of a grey stand-in.

Game environments

Fill open worlds with real scanned detail — facades, interiors and hero props that would take weeks to model, with LOD budgets that keep frame time stable.

Automotive & digital twins

Factory floors, showrooms and city blocks as navigable twins; combine runtime import with live IoT data overlays for training and review.

AEC & real estate

Walk clients through as-built spaces long before completion — splats capture glass, foliage and materials that photogrammetry meshes lose.

3DGS vs. traditional pipelines

Why splats instead of meshes

3DGS + this pluginPhotogrammetry meshNeRF path tracing
Capture to usable sceneMinutesHours of cleanupHours of training
Glass, foliage, reflectionsPhotorealPoor reconstructionGood
Import into UE5ImportRetopo + LOD chainNot native
Scene size (5M splats)~3.5 GB4–8 GB with texturesLarge checkpoints
Desktop framerate60+ FPS144+ fpsOffline rendering
Dynamic 4D scenesNative playbackNot supportedSlow

Meshes still win raw render speed — splats win the capture-to-scene pipeline and fidelity on hard surfaces. Many teams ship both: meshes for gameplay, splats for captured reality.

Why not Niagara?

Custom low-level pipeline vs. Niagara-based plugins

Niagara is an excellent particle system — but it was not built for photoreal rendering of hundreds of millions of splats. Other UE5 plugins run Gaussian splatting through Niagara's particle simulation; MLSLabsRenderer replaces that layer with a native CUDA pipeline, which is why it keeps high frame rates where simulation-based approaches hit bottlenecks.

MLSLabsRendererTypical Niagara-based plugin
Rendering pathCustom low-level CUDA pipelineGPU particle / Niagara system
5M splats, static scene60+ FPSSimulation overhead caps throughput
100M splats, 4DGS100+ FPS playbackNot practical at this scale
Splat–mesh occlusionDepth-aligned, no layering artifactsAlpha-sorting artifacts
Scene compositingPixel-level depth compositionDraw-order / depth conflicts
WorkflowNative UE5 actor + SequencerCustom emitter setup, per-project

If your scene fits inside Niagara's budget, a particle approach works — the moment you scale past a few million splats, the custom pipeline pulls ahead on frame time and memory.

Compatibility

Runs where your team runs

UE 5.5 – 5.8every engine minor
Windows 10 or 11 (64-bit)DX12 & Vulkan RHI
OpenXR VR90 fps budget

Licensing

Free with watermark, paid to export clean

Every plan includes the full 3DGS + 4DGS feature set. Upgrade to unlock watermark-free exports — monthly, quarterly or annual.

Custom plans are available for teams and enterprises on the 3DGS/4DGS plugin pricing page

FAQ

Common questions

Which Unreal Engine versions are supported?

Unreal Engine 5.5, 5.6, 5.7 and 5.8. Each binary ships per engine version, and new engine minors are added within their first public release month.

Can I import captures from Luma AI, Postshot or Polycam?

Yes. The importer reads standard .ply and .splat exports plus .ksplat and compressed formats from Luma AI, Postshot, Polycam, Scaniverse and Nerfstudio.

Does it play 4DGS — dynamic, moving scenes?

Yes. 4D captures load as splat sequences with full playback control: scrub, loop, ping-pong, play-rate and frame blending, drivable from Sequencer.

Can splats load at runtime, in a shipped game?

Yes. The runtime API streams splats from Pak files or HTTP, so configuration tools, evolving worlds and user-generated content all work in packaged builds.

Does it run in VR?

Yes, through OpenXR on DX12 and Vulkan. Adaptive splat budgets hold 90 fps on a RTX 4070-class headroom with 5M splats in view.

How does it compare with photogrammetry meshes?

Meshes still win raw render speed. Splats win capture-to-scene time — minutes instead of hours of cleanup — and fidelity on glass, foliage, reflections and thin geometry that photogrammetry reconstructs badly.

Do splats interact with lighting and physics?

The renderer depth-tests against scene geometry and matches exposure and tone. Collision proxies let gameplay, physics and AI treat the captured space as a volume.

What about consoles and mobile?

Windows 10 or 11 (64-bit) builds ship today; console and mobile targets are on the roadmap and available to business partners first.