Stream BIM into Unreal Engine
Keep your data

BIM is more than geometry

FragmentsUnreal keeps the usable structure behind the model, so Unreal applications can inspect, understand, and work with the built world.

From model to
application context

Stream BIM to runtime

Load your model directly into an Unreal experience with fast startup, strong performance, and no cloud dependency. Import the file into your scene and keep moving.

Runtime · Fast loading · Local
Stream BIM to runtime capability sketch

Work inside the editor

Stream the model into the Unreal Editor for a controlled, deliberate workflow - ready for composition, lighting, and level authoring.

Editor · Controlled workflow
Work inside the editor capability sketch

Make the model yours

Override materials, prepare the context around the model, and build a ready-to-ship level - or re-import at runtime with those same decisions intact.

Overrides · Context · Runtime-ready
Make the model yours capability sketch

Place it exactly where it belongs

Choose the BIM project coordinates or the world origin, then offset the model into the exact position your experience needs.

Coordinates · Origin · Offset
Place it exactly where it belongs capability sketch

Keep the information

The geometry is there. The data is still there. Now use both to build the application you actually want.

Geometry · Metadata · Control
Keep the information capability sketch

Technical control,
without the noise

Reusable primitives for applications that need both visual fidelity and data fidelity.

01

Stream BIM to runtime

Load your model directly into an Unreal experience with fast startup, strong performance, and no cloud dependency. Import the file into your scene and keep moving.

Runtime · Fast loading · Local
02

Work inside the editor

Stream the model into the Unreal Editor for a controlled, deliberate workflow - ready for composition, lighting, and level authoring.

Editor · Controlled workflow
03

Make the model yours

Override materials, prepare the context around the model, and build a ready-to-ship level - or re-import at runtime with those same decisions intact.

Overrides · Context · Runtime-ready
04

Place it exactly where it belongs

Choose the BIM project coordinates or the world origin, then offset the model into the exact position your experience needs.

Coordinates · Origin · Offset
05

Keep the information

The geometry is there. The data is still there. Now use both to build the application you actually want.

Geometry · Metadata · Control

Built for the spaces
people need to understand

+USE CASE / PLACEHOLDER01 — 04

Digital Twins

Live, structured context for built environments and operational applications.

Explore the direction ↗
+USE CASE / PLACEHOLDER01 — 04

Architectural Visualization

Make design intent inspectable, not just visible.

Explore the direction ↗
+USE CASE / PLACEHOLDER01 — 04

Campus & Infrastructure

Navigate systems that extend beyond a single building or asset.

Explore the direction ↗
+USE CASE / PLACEHOLDER01 — 04

Research & Custom Applications

Use Unreal as a controlled environment for new spatial workflows.

Explore the direction ↗

Open the model
Open the industry

AECO workflows should not be limited by closed formats, fragile handoffs, or the distance between a model and the people who use it.

FragmentsUnreal is built in the open to bring BIM into Unreal with the freedom to inspect, adapt, and build on top of the data. Lower the barriers. Raise the ambition. Change what the industry can make.

A clear path from
BIM to experience

Keep the pipeline legible. Each layer can remain inspectable as the application grows.

The model stays
understandable

Explore the real importer, runtime, editor, and Fragment surfaces that make up the FragmentsUnreal plugin.

AFragment

Actor representation of a Fragment model element and its renderable HISM data.

Open API reference ↗

Make the data
part of the code

Call the importer subsystem directly: load the Fragment asynchronously, then process the loaded model when it is ready.

// FragmentsImporterSubsystem / Blueprint-equivalent flow
UFragmentsImporterSubsystem* Importer =
    GetGameInstance()->GetSubsystem<UFragmentsImporterSubsystem>();

FFragmentLoadOptions Options;
Options.OriginMode = EFragmentOriginMode::UseBaseCoordinates;

// Start the async load; the completion callback supplies ModelGuid and success.
Importer->LoadFragmentAsync(FragPath, Options, OnLoadComplete);

// Inside OnLoadComplete: process only when the load succeeded.
if (bSuccess)
{
    Importer->ProcessLoadedFragment(
        ModelGuid, OwnerActor, false, OnProcessComplete, nullptr);
}
else
{
    UE_LOG(LogTemp, Error, TEXT("Fragment load failed: %s"), *ErrorMessage);
}

Ready
when
you
are