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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.
1

Download the plugin

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

Add it to your project

Copy the LightExporter folder into your project’s Plugins folder (create Plugins at the project root if it doesn’t exist).
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.
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.
Auto-open is macOS only. On Windows the .glb is still written to ~/Documents/Light/Assets/3d_models/, but you’ll need to open it in Light SDK manually until the Windows app ships.
Some Unreal geometry doesn’t 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.