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One click sends your selected actors (or the whole level) to Light SDK as a .glb. Built for Unreal Engine 5. It’s an Editor-only C++ plugin that uses Unreal’s built-in glTF Exporter.
Windows prerequisite: Visual Studio 2022 (Community is free) with the Game Development with C++ workload must be installed before Unreal can compile this plugin.
1

Download the plugin

Grab LightExporter-Unreal.zip from the LightSDK releases page and unzip it.
2

Install it

macOS — use the installer. Double-click Install LightExporter.command from the unzipped folder. It copies the plugin into one project’s Plugins folder for you — just pick your .uproject in the dialog that opens. The first time, macOS may block the script because it was downloaded: right-click it → OpenOpen the one time.Windows — use the installer. Right-click Install LightExporter.ps1Run with PowerShell. Pick your .uproject in the file dialog that opens.Manual (any platform). Copy the LightExporter folder into your project’s Plugins folder (create Plugins at the project root if it does not exist).Install per project, not engine-wide — the plugin ships as source, and Unreal only auto-builds a plugin inside a project’s Plugins folder. In the engine folder it fails with “Engine modules cannot be compiled at runtime.”
3

Enable it

Quit the Unreal Editor first if it’s open - plugins are only detected at startup. Then open your project: Unreal offers to build the plugin, so accept. Once it loads, go to Edit → Plugins, search Light Exporter, confirm it’s enabled, and restart if prompted. If your project is Blueprint-only, right-click the .uprojectGenerate project files (or add any C++ class) first, so Unreal can compile the plugin.
Use it: click Export to Light on the Level Editor toolbar (or Window → Export to Light (.glb)). If actors are selected, only the selection exports - otherwise the whole level does. The file is named after the first selected actor (or the level), and re-exporting overwrites it, so iterating is one click. Light SDK opens automatically with your model. On Windows, the plugin searches common locations for LightSDK.exe (Desktop, Downloads, Documents, PATH). If auto-open fails, add the LightSDK folder to your PATH.
Some Unreal geometry does not survive the glTF export cleanly. Nanite meshes, Blueprint / instanced components (ISM/HISM/foliage), and Landscape can come out empty or low-detail - if an export looks wrong, check for these in your selection first.