Skip to content
TREN
Atlıhan Harita

LCC for UE User Manual

LCC Unreal Plugin Introduction

Chapter 01 / 26Manual version v3.5.0English

Website
Download
GitHub
Example Project
Discord

LCC Unreal Plugin (LCC4Unreal) is a 3D Gaussian Splatting (3DGS) rendering plugin developed by XGRIDS on Unreal Engine 5. It imports, renders, and supports interaction with multiple 3DGS data formats inside UE5.

Supported Versions

VersionSupported Engine
v1.0.0 and aboveUnreal Engine 5.4 ~ 5.8
Below v1.0.0Unreal Engine 5.1 ~ 5.7

Supported platforms:

  • Development on Windows: packages Win64, and cross-compiles to Linux x86
  • Development on native Linux: packages Linux x86

Note: released plugin packages are built against engines published by Epic, including the prebuilt version installed through the Epic Games Launcher and source builds compiled from unmodified official source. Vendor-customized branches (such as the NVIDIA RTX branch), commercial engines derived from UE (such as Pixotope), and engines with locally modified source cannot use the official plugin packages directly and require a custom build. See Custom Engine Versions.

Supported Formats

FormatExtensionDescription
LCC2.lcc2XGRIDS proprietary format and the current primary format. Supports depth, LOD, and an octree structure
LCC.lccXGRIDS proprietary format, superseded by LCC2
SOG.sogIntroduced by PlayCanvas. Uses the LCC2 pipeline, supports depth, no LOD
SPZ.spzIntroduced by Niantic Labs, compatible with v2/v3/v4. Uses the LCC2 pipeline, supports depth, no LOD
PLY.plyStandard 3DGS point cloud format. Uses the LCC2 pipeline, supports depth, no LOD

Two Rendering Pipelines

The plugin ships two rendering implementations, referred to as the LCC pipeline and the LCC2 pipeline. The format determines which pipeline the data goes through:

PipelineFormatsCharacteristics
LCC2.lcc2 / .sog / .spz / .plyCurrent primary pipeline. Outputs depth and participates in occlusion tests; all visible data is merged into a single buffer and submitted in one draw call
LCC.lccEarlier implementation, used only for loading .lcc data. Does not output depth, and submits one draw call per node

Feature coverage differs between the two pipelines: some parameters are available on only one pipeline and are hidden in the Details panel of the other. Each document marks the pipeline a parameter belongs to.

Corresponding Actors

ActorPipelinePurpose
ALCC2ActorLCC2Loads the .lcc2 format
ALCCActorLCCLoads the .lcc format
ASogActorLCC2Loads a single .sog file
ASpzActorLCC2Loads a single .spz file
APlyActorLCC2Loads a single .ply file

Getting the Plugin

LCC Unreal Plugin download

Plugin Directory Structure

LCC4Unreal plugin directory structure

LCC4Unreal plugin directory structure

LCC4Unreal plugin files and subdirectories

LCC4Unreal plugin files and subdirectories

Directory / FileDescription
BinariesBinary libraries
ContentPlugin assets (materials and others)
IntermediateBuild intermediates (UHT-generated headers and code, do not delete)
ResourcesIcon assets
ShadersRendering shaders
SourceModule source definitions
LCC4Unreal.upluginPlugin descriptor file

Coordinate System

LCC data uses a Z-up right-handed coordinate system and UE uses a Z-up left-handed system. No extra handling is normally required.

LCC and Unreal Engine coordinate systems compared

LCC and Unreal Engine coordinate systems compared

For Y-up PLY files, rotate the Actor 90 degrees around the X axis.

Feature Overview

  • Multi-format 3DGS rendering (LCC/LCC2/PLY/SOG/SPZ)
  • Dual rendering modes: 3DGS and point cloud
  • Tiled rasterization, which can raise rendering performance depending on the scene (experimental, Pro edition)
  • Perspective and orthographic projection
  • 3DGS display in the Path Tracer view (no lighting compositing, not part of the path tracing pipeline)
  • Adjustable spherical harmonics order (1st to 3rd, or off entirely)
  • Point cloud data coloring and elevation coloring
  • Multiple normal generation modes (Fixed/ViewFacing/Hemispherical/ProxyMesh)
  • Scene lighting interaction (Lit/Unlit)
  • Color adjustment (saturation/contrast/gamma/offset/tint)
  • Shadow receiving (experimental)
  • Primitive Alpha Holdout (transparency mask) for keying and external compositing
  • Clipping volumes and section planes (up to 65536 each, 50 each in the free edition), with clip collision regions supported
  • Load volumes, filtering the data to load by region
  • Dynamic collision data loading, with automatic collision mesh generation for single-file formats (Pro edition)
  • Query interfaces and event notifications for load, collision, and animation states
  • GIS geographic placement (Cesium integration)
  • Loading animation
  • nDisplay support
  • VR stereo rendering
  • DLSS support
  • Navigation System support
  • Single layer water support
  • OpenColorIO color management
  • Multi-camera / SceneCapture support, with per-camera render and load mode settings
  • Full load rendering mode (automatic merge for small scenes)

This chapter is from the official XGRIDS user manual. Official source (opens in a new tab) · Updated:

XGRIDS Türkiye

We're With You During Setup and in the Field

Atlıhan Harita provides training and technical support for device setup, firmware updates, software use, and field applications. Send us your question and our specialist will get back to you.

+90 216 546 0804