> ## Documentation Index
> Fetch the complete documentation index at: https://docs.getlight.tech/llms.txt
> Use this file to discover all available pages before exploring further.

# Unreal Engine

> Export from Unreal Engine straight into Light SDK.

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.

<Note>
  **Windows prerequisite:** Visual Studio 2022 (Community is free) with the **Game Development with C++** workload must be installed before Unreal can compile this plugin.
</Note>

<Steps>
  <Step title="Download the plugin">
    Grab `LightExporter-Unreal.zip` from the [LightSDK releases page](https://github.com/Light-718/LightSDK-releases/releases/latest) and unzip it.
  </Step>

  <Step title="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 → **Open** → **Open** the one time.

    **Windows — use the installer.** Right-click **`Install LightExporter.ps1`** → **Run 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."
  </Step>

  <Step title="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 `.uproject` → **Generate project files** (or add any C++ class) first, so Unreal can compile the plugin.
  </Step>
</Steps>

**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.

<Warning>
  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.
</Warning>
