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INSTALL / BLUEPRINT QUICK START

Load your first model with Blueprint

Install the source plugin in your Unreal project, then follow a Blueprint-first path to load and process a Fragments model.

1. Get the plugin ready​

Use the repository and Epic references below, then choose a copy method. The repository README is the source of truth for branch-specific requirements.

REPOSITORYSearch FragmentsUnreal on GitHub ↗

Use the Code menu to clone the source or download a ZIP.

EPIC GAMES / PROJECT FILE GUIDEGenerate Visual Studio project files ↗

Epic explains how to create the project files needed to build Unreal C++ projects.

Choose a copy method​

Option A / Clone with Git

  1. Open the FragmentsUnreal repository on GitHub.
  2. Select Code → HTTPS and copy the repository URL.
  3. Run git clone [paste the copied URL] in your source projects folder.
  4. Open the cloned repository folder in File Explorer.

Option B / Download a ZIP

  1. Select Code → Download ZIP on the repository page.
  2. Right-click the download and choose Extract All.
  3. Open the extracted repository folder.

Copy and build the plugin​

  1. Find FragmentsUnreal.uplugin. The folder containing this file is the plugin root.
Find the plugin root and select FragmentsUnreal.uplugin.
  1. Create Plugins in your Unreal project if needed. Copy the plugin root into it and name the folder FragmentsUnreal. The final path is [YourProject]/Plugins/FragmentsUnreal/FragmentsUnreal.uplugin.
Place the plugin beside the project .uproject file.
  1. Close Unreal Editor before building. If the host project is Blueprint-only, add a C++ class once so Unreal creates the project build target.
Open the Unreal project that will host the plugin.
  1. Right-click [YourProject].uproject, choose Generate Visual Studio project files, and open the generated .sln.
Generate the Visual Studio solution from the .uproject file.
  1. In Visual Studio select Development Editor, Win64, and [ProjectName]Editor. Choose Build → Build Solution.
Build the project and source plugin modules.
  1. Open the project, go to Edit → Plugins, search for FragmentsUnreal, enable it, and restart the editor.
Enable FragmentsUnreal and restart Unreal Editor.
Plugin not listed?

Check that the .uplugin file is inside [Project]/Plugins/FragmentsUnreal, then regenerate project files and reopen the project.

2. Load your first model in the Editor​

The FragmentsEditor module includes a dockable Fragments Viewer tab for importing a .frag file directly into the Unreal Editor. Use this path when you want to inspect a model, save its placement, or prepare an editor level before building a runtime flow.

Open the Fragments Viewer​

  1. Confirm that FragmentsUnreal is enabled in Edit → Plugins, then restart Unreal Editor if it was just enabled.
  2. Open the editor menu and choose Window → Fragments Viewer. The tab is registered by the FragmentsEditor module and opens with the panel title FragmentsUnreal.
Open Window → Fragments Viewer.

Choose the model and origin​

  1. In the panel, use the Fragment File field or its browse button to select a .frag file. The field hint is Select a .frag file.
  2. Choose an origin mode: Use World Origin places the model at the level origin; Use Base Coordinates preserves the source base-coordinate transform.
Select a .frag file and choose Use World Origin or Use Base Coordinates.

Import and process​

  1. Click Load Fragment. The editor shows an Importing fragment... progress dialog while it loads and processes the model.
  2. When processing finishes, the model appears in the level and is added to Cached Fragments. Use the search field to find a cached model, then select its details row to inspect it.
The Load Fragment action processes the model in the editor.

Inspect and save the result​

  1. In the Fragment details view, confirm the Name, GUID, and Alias fields. The same panel contains material overrides, visibility controls, and placement actions.
  2. Use Save Placement to write the actor transform to the sidecar. Use Reset Placement to clear the saved transform and return the actor to its default placement.
Review details, material overrides, visibility, and placement.

3. Load your first model with Blueprint​

Place the flow in an Actor Blueprint or the Level Blueprint. The load is asynchronous: wait for its completion event, check success, then pass the returned Model Guid into Process Loaded Fragment.

  1. Get the Fragments Importer Subsystem from the Game Instance.
  2. Add Make Fragment Load Options and choose an origin mode.
  3. Call Load Fragment Async, set Frag Path to your .frag file, and connect the options.
  4. Handle On Complete, branch on Success, and keep the returned Model Guid.
  5. On success call Process Loaded Fragment with the Model Guid and owner Actor.
  6. On failure display the returned error message while developing.

4. Common Blueprint nodes​

C++ path​

The same load → completion → process sequence is available in C++:

UFragmentsImporterSubsystem* Importer =
GetGameInstance()->GetSubsystem<UFragmentsImporterSubsystem>();

FFragmentLoadOptions Options;
Options.OriginMode = EFragmentOriginMode::UseBaseCoordinates;
Importer->LoadFragmentAsync(FragPath, Options, OnLoadComplete);

if (bSuccess)
{
Importer->ProcessLoadedFragment(
ModelGuid, OwnerActor, false, OnProcessComplete, nullptr);
}