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XGRIDS Support & Downloads · Engine Plugins & SDK

LCC for UE Downloads

The Unreal Engine plugin built for billion-scale real-world Gaussian Splatting. Import (lcc/lcc2/ply/sog/spz), edit, relight, and render massive 3DGS scenes in-engine, for film, digital twins, simulation, games, and VR.

Engine Version

Engine Version 5.1 for LCC for UE

Latest

Release Notes

  • New Features:
  • 1. Added Load Animation feature (refer to documentation:https://developer.xgrids.com/#/document?titleId=en-1748507666140)
  • 2. Removed watermark display
  • Bug Fixes:
  • 1. Fixed scaling issues with LCCActor(supports uniform scaling only)
  • 2. Fixed error during exit

Version History (7)

V0.8.02025.05.09Details
  • New Features:
  • 1. Added CesiumForUnreal support.
  • 2. Added bEnableMultipleLCCActorAutoSort toggle, allowing users to manually manage the rendering order of multiple LCC Actors.
  • 3. Added SortFactor, enabling users to customize the sorting frequency for individual LCCActor instances.
  • 4. Added Full Load Mode. Documentation: https://developer.xgrids.com/#/document?titleId=en-1744094478483
  • 5. Added bEnableEditorCollision toggle (default: off) to control whether collision data loads in Editor Mode.
  • 6. Added bEnableSeamCutting to resolve chunked rendering seams (requires manual toggle before LCC 4.0, auto-enabled in 5.0+).
  • 7. Add watermark function.
  • 8. Support aerial-ground Flythrough.
  • 9. Added support for LCC color adjustment.
  • 10. LCCClippingVolume and LCCSection Plan add Refresh method
  • Bug Fixes:
  • 1. Fixed issues with dynamic collision toggling.
  • 2. Fixed multiple problems in collision system construction, cooking, and updates.
  • 3. Fixed incorrect path for public_key.pem.
  • 4. Fixed several C++ header inclusion issues.
  • 5. Renamed ReceiveShadow.uasset.
  • 6. Fixed seam artifacts in chunked rendering.
  • 7. Fixed excessively large LCC Bound issue.
  • 8. Fixed an issue with LCCActor as a ChildActor
  • 9. Fixed the issue of crashing when quickly opening the same level
  • 10. Fixed crash issues caused by fast refresh
  • 11. Fixed the null pointer issue caused by GeoRef
  • 11. Fixed several other issues
  • Performance Optimizations:
  • 1. Logic execution is skipped when LCC is hidden.
  • 2. Added Node Cache to improve traversal speed.
V0.7.12025.04.24Details
  • New Features:
  • 1. Add Windows cross compile Linux support
  • 2. Added support for legacy collision data (collision.bin).
  • 2. Added support for 3DGS ply format.
  • 3. Added support for Disguise software.
  • 4. Added the r.xgrids.ForceUpdate command, which can force a scene refresh.
  • 5. Added SetPlayerLoadMode and SetPlayerRenderMode methods, allowing individual camera load and render modes to be set in multi-camera scenes.
  • 6. Added node filtering functionality, enabling the filtering of nodes that do not meet specified conditions (Splat number).
  • Bug Fixes:
  • 1. Fix the issue of LCCActor rotating around the x-axis
  • 2. Fix rendering issues when LCCActor position x, y, z values are too large
  • 3. Fix the issue of UseShcoef not being saved after modification
  • 4. Fix LevelFactor numerical type error issue
  • 5. Fixed sorting issues with multiple LCCActor instances.
  • 2. Fixed rendering issues with environment nodes in LCC 4.0 version.
  • 3. Fixed edge void issues during rapid rotation.
  • 4. Other known issues have been addressed.
  • Performance Optimizations:
  • 1. Optimized collision data loading strategy.
V0.6.12025.01.16Details
  • New Features
  • 1. Added support for dynamic loading of collision data (single camera and multi camera), LCC data directory must contain the collision.lci file
  • 2. Relative path support
  • 3. LCCActor and LCCComponent expose to C++
  • Bug Fix:
  • 1. Fixed the issue of collision not being updated in certain situations with multiple cameras
  • 2. Fixed the issue of duplicate statistics when play in Editor
  • 3. Fixed the issue of multiple cameras outside the LCC range
  • Performance optimization:
  • 1. Collision data construction adopts asynchronous construction to improve the smoothness of operation
V0.5.22025.01.16Details
  • New features:
  • 1. Added support for box and sphere clipping volume
  • 2. Added support for section planes, which can slice scenes
  • 3. Added support for nDisplay
  • 4. Added support for Aximmetry (LCCActor Replace Tonemap option needs to be turned off,and use PostProcessVolume to control scene exposure)
  • 5. Added support for VR rendering (requires disabling the Instanced stereo option)
  • Bug fix:
  • 1. Fixed rendering errors caused by scene rotation along the Z-axis
  • 2. Fixed the issue of environment nodes in multi camera environments
  • 3. Fixed the issue of block errors in certain scenarios
  • 4. Fixed the issue of node level calculation errors in certain scenarios
  • Performance:
  • 1. Added node preloading to improve performance
V0.4.12024.12.13Details
  • Bugfix:
  • 1. Fixed the flickering issue when roaming in some large scenes
  • 2. Fixed a memory leak issue in editor mode
  • 3. Fixed the issue of environment data
  • 4. Fixed the stuttering issue when switching to orthogonal camera in editor mode (orthogonal camera is not currently supported)
  • 5. Fixed other known issues
V0.4.02024.12.11Details
  • Bug Fix:
  • 1. Fix the issue where dragging multiple unloaded data LCCActor in the scene can cause crashes
  • 2. Fix the issue of multiple blueprint methods not taking effect
  • 3. Fixed the issue where deleting LCCActor resources in editor mode did not fully release them
  • 4. Fix the issue where the level does not take effect when Tonemap is closed
  • 5. Fix the synchronization issue of the thread pool
  • 6. Fix the issue of LCCActor not refreshing when moving in the editor viewport
  • 7. Fix the lag when switching between F10 and F11 quickly in UE5.1 editor mode
  • 7. Other known bugs
  • New Feature:
  • 1. Add support for multiple cameras and multiple viewports
  • 2. Add support for SceneCaptureComponent, which is enabled by default (with some impact on performance) and can be turned off in ProjectSetting/plugins/LCC4Unreal
  • 3. LCCActor and LCCComponent support mobility, allowing for free movement, rotation, and scaling of LCC scenes in runtime mode
  • Optimization:
  • 1. Optimized resource release logic
  • 2. Optimized the distance exclusion logic
  • 3. Optimized the logic for removing the maximum number of points
V0.3.02024.12.02Details
  • Update Notes:
  • • Support Windows
  • • Support data import rendering
  • • Support roaming
  • • Support dynamic FOV
  • • Support linear and Gamma color space
  • • Support multi lcc rendering
  • • Support scene lighting
  • • Support scene post-processing
  • • Support dynamic load or unload of data
  • • Support separation of environment data and main data
  • • Support SDK custom configuration (ProjectSetting/Plugins/LCC4Unreal)
  • • Support three-level sorting of rendering to ensure correct rendering results
  • • Support CPU sorting and GPU sorting
  • • Support circular and fan traversal strategies
  • • Support scene freezing (FreezeRendering)
  • • Support LOD automatic switching, and add configurable switching rules
  • • Support console commands to facilitate developers to optimize performance and debug
  • • Support thread pool (traversal, loading, sorting), and configurable thread pool pre-creation and maximum capacity
  • •Support ray detection (Single, Multi)
  • •Support point cloud switching function
  • •Support global Alpha function
  • •Support Splat Scale zoom function
  • •Support elevation coloring
  • •Support starting level setting
  • •Support maximum distance limit
  • •Support maximum rendering point limit
  • •Support spherical harmonics enable switch
  • •Support relighting enable switch (relighting function is closed by default)
  • •Support anti-aliasing switch
  • •Support Tonemap switch
  • •Support LCC file selection dialog button
  • •Support Node Bound visualization switch and function

Engine Version 5.2 for LCC for UE

Latest

Release Notes

  • New Features:
  • 1. Added Load Animation feature (refer to documentation:https://developer.xgrids.com/#/document?titleId=en-1748507666140)
  • 2. Removed watermark display
  • Bug Fixes:
  • 1. Fixed scaling issues with LCCActor(supports uniform scaling only)
  • 2. Fixed error during exit

Version History (9)

V0.8.02025.05.09Details
  • New Features:
  • 1. Added CesiumForUnreal support.
  • 2. Added bEnableMultipleLCCActorAutoSort toggle, allowing users to manually manage the rendering order of multiple LCC Actors.
  • 3. Added SortFactor, enabling users to customize the sorting frequency for individual LCCActor instances.
  • 4. Added Full Load Mode. Documentation: https://developer.xgrids.com/#/document?titleId=en-1744094478483
  • 5. Added bEnableEditorCollision toggle (default: off) to control whether collision data loads in Editor Mode.
  • 6. Added bEnableSeamCutting to resolve chunked rendering seams (requires manual toggle before LCC 4.0, auto-enabled in 5.0+).
  • 7. Add watermark function.
  • 8. Support aerial-ground Flythrough.
  • 9. Added support for LCC color adjustment.
  • 10. LCCClippingVolume and LCCSection Plan add Refresh method
  • Bug Fixes:
  • 1. Fixed issues with dynamic collision toggling.
  • 2. Fixed multiple problems in collision system construction, cooking, and updates.
  • 3. Fixed incorrect path for public_key.pem.
  • 4. Fixed several C++ header inclusion issues.
  • 5. Renamed ReceiveShadow.uasset.
  • 6. Fixed seam artifacts in chunked rendering.
  • 7. Fixed excessively large LCC Bound issue.
  • 8. Fixed an issue with LCCActor as a ChildActor
  • 9. Fixed the issue of crashing when quickly opening the same level
  • 10. Fixed crash issues caused by fast refresh
  • 11. Fixed the null pointer issue caused by GeoRef
  • 11. Fixed several other issues
  • Performance Optimizations:
  • 1. Logic execution is skipped when LCC is hidden.
  • 2. Added Node Cache to improve traversal speed.
V0.7.12025.04.24Details
  • New Features:
  • 1. Add Windows cross compile Linux support
  • 2. Added support for legacy collision data (collision.bin).
  • 2. Added support for 3DGS ply format.
  • 3. Added support for Disguise software.
  • 4. Added the r.xgrids.ForceUpdate command, which can force a scene refresh.
  • 5. Added SetPlayerLoadMode and SetPlayerRenderMode methods, allowing individual camera load and render modes to be set in multi-camera scenes.
  • 6. Added node filtering functionality, enabling the filtering of nodes that do not meet specified conditions (Splat number).
  • Bug Fixes:
  • 1. Fix the issue of LCCActor rotating around the x-axis
  • 2. Fix rendering issues when LCCActor position x, y, z values are too large
  • 3. Fix the issue of UseShcoef not being saved after modification
  • 4. Fix LevelFactor numerical type error issue
  • 5. Fixed sorting issues with multiple LCCActor instances.
  • 2. Fixed rendering issues with environment nodes in LCC 4.0 version.
  • 3. Fixed edge void issues during rapid rotation.
  • 4. Other known issues have been addressed.
  • Performance Optimizations:
  • 1. Optimized collision data loading strategy.
V0.6.12025.01.16Details
  • New Features
  • 1. Added support for dynamic loading of collision data (single camera and multi camera), LCC data directory must contain the collision.lci file
  • 2. Relative path support
  • 3. LCCActor and LCCComponent expose to C++
  • Bug Fix:
  • 1. Fixed the issue of collision not being updated in certain situations with multiple cameras
  • 2. Fixed the issue of duplicate statistics when play in Editor
  • 3. Fixed the issue of multiple cameras outside the LCC range
  • Performance optimization:
  • 1. Collision data construction adopts asynchronous construction to improve the smoothness of operation
V0.5.22025.01.16Details
  • New features:
  • 1. Added support for box and sphere clipping volume
  • 2. Added support for section planes, which can slice scenes
  • 3. Added support for nDisplay
  • 4. Added support for Aximmetry (LCCActor Replace Tonemap option needs to be turned off,and use PostProcessVolume to control scene exposure)
  • 5. Added support for VR rendering (requires disabling the Instanced stereo option)
  • Bug fix:
  • 1. Fixed rendering errors caused by scene rotation along the Z-axis
  • 2. Fixed the issue of environment nodes in multi camera environments
  • 3. Fixed the issue of block errors in certain scenarios
  • 4. Fixed the issue of node level calculation errors in certain scenarios
  • Performance:
  • 1. Added node preloading to improve performance
V0.4.12024.12.13Details
  • Bugfix:
  • 1. Fixed the flickering issue when roaming in some large scenes
  • 2. Fixed a memory leak issue in editor mode
  • 3. Fixed the issue of environment data
  • 4. Fixed the stuttering issue when switching to orthogonal camera in editor mode (orthogonal camera is not currently supported)
  • 5. Fixed other known issues
V0.4.02024.12.11Details
  • Bug Fix:
  • 1. Fix the issue where dragging multiple unloaded data LCCActor in the scene can cause crashes
  • 2. Fix the issue of multiple blueprint methods not taking effect
  • 3. Fixed the issue where deleting LCCActor resources in editor mode did not fully release them
  • 4. Fix the issue where the level does not take effect when Tonemap is closed
  • 5. Fix the synchronization issue of the thread pool
  • 6. Fix the issue of LCCActor not refreshing when moving in the editor viewport
  • 7. Fix the lag when switching between F10 and F11 quickly in UE5.1 editor mode
  • 7. Other known bugs
  • New Feature:
  • 1. Add support for multiple cameras and multiple viewports
  • 2. Add support for SceneCaptureComponent, which is enabled by default (with some impact on performance) and can be turned off in ProjectSetting/plugins/LCC4Unreal
  • 3. LCCActor and LCCComponent support mobility, allowing for free movement, rotation, and scaling of LCC scenes in runtime mode
  • Optimization:
  • 1. Optimized resource release logic
  • 2. Optimized the distance exclusion logic
  • 3. Optimized the logic for removing the maximum number of points
V0.3.02024.11.29Details
  • LCC4Unreal is the LCC development kit officially provided by XGrids, which supports many common functions such as data import rendering, ray detection, point cloud switching, etc.
  • LCC4Unreal v0.3.0 Version Notes:
  • • Support Windows
  • • Support data import rendering
  • • Support roaming
  • • Support dynamic FOV
  • • Support linear and Gamma color space
  • • Support multi lcc rendering
  • • Support scene lighting
  • • Support scene post-processing
  • • Support dynamic load or unload of data
  • • Support separation of environment data and main data
  • • Support SDK custom configuration (ProjectSetting/Plugins/LCC4Unreal)
  • • Support three-level sorting of rendering to ensure correct rendering results
  • • Support CPU sorting and GPU sorting
  • • Support circular and fan traversal strategies
  • • Support scene freezing (FreezeRendering)
  • • Support LOD automatic switching, and add configurable switching rules
  • • Support console commands to facilitate developers to optimize performance and debug
  • • Support thread pool (traversal, loading, sorting), and configurable thread pool pre-creation and maximum capacity
  • •Support ray detection (Single, Multi)
  • •Support point cloud switching function
  • •Support global Alpha function
  • •Support Splat Scale zoom function
  • •Support elevation coloring
  • •Support starting level setting
  • •Support maximum distance limit
  • •Support maximum rendering point limit
  • •Support spherical harmonics enable switch
  • •Support relighting enable switch (relighting function is closed by default)
  • •Support anti-aliasing switch
  • •Support Tonemap switch
  • •Support LCC file selection dialog button
  • •Support Node Bound visualization switch and function
  • •Support UE5.1 and UE5.5, and the new version can currently support (5.1, 5.2, 5.3, 5.4, 5.5)
V0.0.52024.09.26Details
  • 1、Fix rendering error caused by frustum cull error 2、Fixed the issue of not refreshing in a timely manner when reopening the level editor that saved LCC objects 3、Fix the possibility of flickering caused by failure to refresh the sky bounding box in a timely manner during initial loading 4、Fix possible crashes during browsing in certain scenarios 5、Fix the issue of LODFactor not being saved 6、Add an importable ply collision body file
V0.0.42024.09.06Details
  • 1、Support rendering of environmental data
  • 2、Block rendering can improve rendering and roaming speed and stability in large scenes, while significantly reducing memory usage
  • 3、Support quality level adjustment for rendering
  • 4、Support LCC3.0 data format

Engine Version 5.3 for LCC for UE

Latest

Release Notes

  • New Features:
  • 1. Added Load Animation feature (refer to documentation:https://developer.xgrids.com/#/document?titleId=en-1748507666140)
  • 2. Removed watermark display
  • Bug Fixes:
  • 1. Fixed scaling issues with LCCActor(supports uniform scaling only)
  • 2. Fixed error during exit

Version History (9)

V0.8.02025.05.09Details
  • New Features:
  • 1. Added CesiumForUnreal support.
  • 2. Added bEnableMultipleLCCActorAutoSort toggle, allowing users to manually manage the rendering order of multiple LCC Actors.
  • 3. Added SortFactor, enabling users to customize the sorting frequency for individual LCCActor instances.
  • 4. Added Full Load Mode. Documentation: https://developer.xgrids.com/#/document?titleId=en-1744094478483
  • 5. Added bEnableEditorCollision toggle (default: off) to control whether collision data loads in Editor Mode.
  • 6. Added bEnableSeamCutting to resolve chunked rendering seams (requires manual toggle before LCC 4.0, auto-enabled in 5.0+).
  • 7. Add watermark function.
  • 8. Support aerial-ground Flythrough.
  • 9. Added support for LCC color adjustment.
  • 10. LCCClippingVolume and LCCSection Plan add Refresh method
  • Bug Fixes:
  • 1. Fixed issues with dynamic collision toggling.
  • 2. Fixed multiple problems in collision system construction, cooking, and updates.
  • 3. Fixed incorrect path for public_key.pem.
  • 4. Fixed several C++ header inclusion issues.
  • 5. Renamed ReceiveShadow.uasset.
  • 6. Fixed seam artifacts in chunked rendering.
  • 7. Fixed excessively large LCC Bound issue.
  • 8. Fixed an issue with LCCActor as a ChildActor
  • 9. Fixed the issue of crashing when quickly opening the same level
  • 10. Fixed crash issues caused by fast refresh
  • 11. Fixed the null pointer issue caused by GeoRef
  • 11. Fixed several other issues
  • Performance Optimizations:
  • 1. Logic execution is skipped when LCC is hidden.
  • 2. Added Node Cache to improve traversal speed.
V0.7.12025.04.24Details
  • New Features:
  • 1. Add Windows cross compile Linux support
  • 2. Added support for legacy collision data (collision.bin).
  • 2. Added support for 3DGS ply format.
  • 3. Added support for Disguise software.
  • 4. Added the r.xgrids.ForceUpdate command, which can force a scene refresh.
  • 5. Added SetPlayerLoadMode and SetPlayerRenderMode methods, allowing individual camera load and render modes to be set in multi-camera scenes.
  • 6. Added node filtering functionality, enabling the filtering of nodes that do not meet specified conditions (Splat number).
  • Bug Fixes:
  • 1. Fix the issue of LCCActor rotating around the x-axis
  • 2. Fix rendering issues when LCCActor position x, y, z values are too large
  • 3. Fix the issue of UseShcoef not being saved after modification
  • 4. Fix LevelFactor numerical type error issue
  • 5. Fixed sorting issues with multiple LCCActor instances.
  • 2. Fixed rendering issues with environment nodes in LCC 4.0 version.
  • 3. Fixed edge void issues during rapid rotation.
  • 4. Other known issues have been addressed.
  • Performance Optimizations:
  • 1. Optimized collision data loading strategy.
V0.6.12025.01.16Details
  • New Features
  • 1. Added support for dynamic loading of collision data (single camera and multi camera), LCC data directory must contain the collision.lci file
  • 2. Relative path support
  • 3. LCCActor and LCCComponent expose to C++
  • Bug Fix:
  • 1. Fixed the issue of collision not being updated in certain situations with multiple cameras
  • 2. Fixed the issue of duplicate statistics when play in Editor
  • 3. Fixed the issue of multiple cameras outside the LCC range
  • Performance optimization:
  • 1. Collision data construction adopts asynchronous construction to improve the smoothness of operation
V0.5.22025.01.16Details
  • New features:
  • 1. Added support for box and sphere clipping volume
  • 2. Added support for section planes, which can slice scenes
  • 3. Added support for nDisplay
  • 4. Added support for Aximmetry (LCCActor Replace Tonemap option needs to be turned off,and use PostProcessVolume to control scene exposure)
  • 5. Added support for VR rendering (requires disabling the Instanced stereo option)
  • Bug fix:
  • 1. Fixed rendering errors caused by scene rotation along the Z-axis
  • 2. Fixed the issue of environment nodes in multi camera environments
  • 3. Fixed the issue of block errors in certain scenarios
  • 4. Fixed the issue of node level calculation errors in certain scenarios
  • Performance:
  • 1. Added node preloading to improve performance
V0.4.12024.12.13Details
  • Bugfix:
  • 1. Fixed the flickering issue when roaming in some large scenes
  • 2. Fixed a memory leak issue in editor mode
  • 3. Fixed the issue of environment data
  • 4. Fixed the stuttering issue when switching to orthogonal camera in editor mode (orthogonal camera is not currently supported)
  • 5. Fixed other known issues
V0.4.02024.12.11Details
  • Bug Fix:
  • 1. Fix the issue where dragging multiple unloaded data LCCActor in the scene can cause crashes
  • 2. Fix the issue of multiple blueprint methods not taking effect
  • 3. Fixed the issue where deleting LCCActor resources in editor mode did not fully release them
  • 4. Fix the issue where the level does not take effect when Tonemap is closed
  • 5. Fix the synchronization issue of the thread pool
  • 6. Fix the issue of LCCActor not refreshing when moving in the editor viewport
  • 7. Fix the lag when switching between F10 and F11 quickly in UE5.1 editor mode
  • 7. Other known bugs
  • New Feature:
  • 1. Add support for multiple cameras and multiple viewports
  • 2. Add support for SceneCaptureComponent, which is enabled by default (with some impact on performance) and can be turned off in ProjectSetting/plugins/LCC4Unreal
  • 3. LCCActor and LCCComponent support mobility, allowing for free movement, rotation, and scaling of LCC scenes in runtime mode
  • Optimization:
  • 1. Optimized resource release logic
  • 2. Optimized the distance exclusion logic
  • 3. Optimized the logic for removing the maximum number of points
V0.3.02024.11.29Details
  • LCC4Unreal is the LCC development kit officially provided by XGrids, which supports many common functions such as data import rendering, ray detection, point cloud switching, etc.
  • LCC4Unreal v0.3.0 Version Notes:
  • • Support Windows
  • • Support data import rendering
  • • Support roaming
  • • Support dynamic FOV
  • • Support linear and Gamma color space
  • • Support multi lcc rendering
  • • Support scene lighting
  • • Support scene post-processing
  • • Support dynamic load or unload of data
  • • Support separation of environment data and main data
  • • Support SDK custom configuration (ProjectSetting/Plugins/LCC4Unreal)
  • • Support three-level sorting of rendering to ensure correct rendering results
  • • Support CPU sorting and GPU sorting
  • • Support circular and fan traversal strategies
  • • Support scene freezing (FreezeRendering)
  • • Support LOD automatic switching, and add configurable switching rules
  • • Support console commands to facilitate developers to optimize performance and debug
  • • Support thread pool (traversal, loading, sorting), and configurable thread pool pre-creation and maximum capacity
  • •Support ray detection (Single, Multi)
  • •Support point cloud switching function
  • •Support global Alpha function
  • •Support Splat Scale zoom function
  • •Support elevation coloring
  • •Support starting level setting
  • •Support maximum distance limit
  • •Support maximum rendering point limit
  • •Support spherical harmonics enable switch
  • •Support relighting enable switch (relighting function is closed by default)
  • •Support anti-aliasing switch
  • •Support Tonemap switch
  • •Support LCC file selection dialog button
  • •Support Node Bound visualization switch and function
V0.0.52024.09.26Details
  • 1、Fix rendering error caused by frustum cull error 2、Fixed the issue of not refreshing in a timely manner when reopening the level editor that saved LCC objects 3、Fix the possibility of flickering caused by failure to refresh the sky bounding box in a timely manner during initial loading 4、Fix possible crashes during browsing in certain scenarios 5、Fix the issue of LODFactor not being saved 6、Add an importable ply collision body file
V0.0.42024.09.06Details
  • 1、Support rendering of environmental data
  • 2、Block rendering can improve rendering and roaming speed and stability in large scenes, while significantly reducing memory usage
  • 3、Support quality level adjustment for rendering
  • 4、Support LCC3.0 data format

Engine Version 5.4 for LCC for UE

Latest

Release Notes

  • Rendering
  • - Added orthographic projection support; LCC/LCC2/SOG/SPZ/PLY data can now be rendered correctly in orthographic views
  • - Added a data coloring mode for point clouds, coloring by the point cloud's true colors; point clouds now support both height coloring and data coloring modes
  • - Added support for adjusting spherical harmonics bands, with options for none / 1 band / 2 bands / 3 bands
  • Data Loading
  • - Added Load Volume (Pro), allowing you to load only data within a specified region during the loading stage
  • - Added a runtime synchronous loading option for SOG/SPZ/PLY single-file formats
  • - Single-file model capacity is no longer limited by the VRAM budget, supporting larger-scale models
  • Editor
  • - Added a Discord community entry at the bottom of the panel
  • Optimizations
  • - Added Tiled rasterization (Pro), which can greatly improve rendering performance; the exact benefit depends on the scene
  • - Significantly improved PLY file loading speed, reducing loading time by about 85%
  • - Clipping boxes and section planes now read data every frame, taking effect automatically after changing properties or moving them, with no need to call the Refresh method
  • Fixes
  • - Fixed an issue where PLY models and collision files could not be loaded after being packaged into a .pak
  • - Fixed Gaussian projection distortion at wide field of view angles
  • - Fixed an issue where ProxyMesh could not occlude other LCC2 Actors
  • - Fixed an issue where thin or sparse nodes caused forced maximum LOD and a sudden drop in frame rate
  • - Fixed abnormal LOD calculation when the camera is inside a node's bounding box
  • -------
  • Wiki: https://docs.xgrids.com/en-us/07-plugin-sdk/01-unreal
  • Discord: https://discord.gg/b99H8wjRaH

Version History (18)

V3.3.12026.08.12Details
  • New Features
  • Rendering
  • - Added GPU-driven indirect draw support to improve rendering efficiency
  • - Added SingleLayerWater rendering support option (Project Settings > Plugins > LCC4Unreal > SingleLayerWater Support)
  • - Added ShowCollision and ShowFPS shortcut buttons to the Actor panel
  • - Added Animation Reverse playback support
  • Data Formats
  • - Added SPZ v2 format support (exported from Marble)
  • - Expanded support for larger SOG/SPZ/PLY models
  • GIS Integration
  • - Replaced engine's GeoReferencing module with the built-in PROJ library, reducing external module dependencies
  • - SOG/SPZ/PLY Actors now auto-rotate along the X-axis to align with external Gaussian splatting coordinate conventions
  • Collision
  • - Added NavMesh support for AI pathfinding
  • - Optimized collision debug visualization rendering performance
  • Editor
  • - Added Focus Root Component with viewport camera framing support (press F to focus on selection)
  • - Added multi-language localization support (Chinese, English, German, French, Japanese, Korean)
  • Optimizations
  • - Optimized collision loading efficiency; default collision loading distance increased to 300 meters
  • - Optimized SPZ/SOG/PLY rendering performance, significantly improving frame rate during free-roam navigation
  • Bug Fixes
  • - Fixed sphere clip bounds rotation not applying correctly in shaders
  • - Fixed editor hang when asynchronously loading data sources
  • - Fixed collision data memory leak caused by infinite queue accumulation
  • - Fixed PROJ data files not being properly packaged in cooked builds
  • - Fixed Actor load state not persisting across sessions
  • - Fixed public key authentication failing under Unicode paths
  • - Fixed node culling using incorrect nearest-point distance calculations
  • - Fixed GPU sort parameter conflicts by using a dedicated staging buffer
  • - Fixed performance degradation caused by video memory exhaustion
  • - Fixed animation playback not applying at runtime
  • - Fixed height-based vertex coloring for SOG/SPZ/PLY Actor point clouds
V3.0.02026.07.15Details
  • Features
  • Data Format
  • - Added PLY format support
  • - Added SOG single-file loading support
  • - Added SPZ format support, compatible with both v3 and v4
  • Rendering
  • - Added multiple normal simulation methods (ViewFacing / Hemispherical / Fixed)
  • - Added Mip Filter toggle for splat rasterization
  • - Added Post Process Volume support
  • - Added NVIDIA DLSS support
  • - Added Color Correction Region support
  • - Added ACES/OCIO color space conversion workflow support
  • Pro Features
  • - Added ProxyMesh feature
  • - Added ACES workflow support
  • - Added large-scale clipping volume support
  • Bug Fixes
  • - Fixed stereo rendering (VR) black screen issue
  • - Fixed occlusion anomaly when 3DGS depth is in front of scene
  • - Fixed D3D12 RenderTarget texture compatibility issue
  • - Fixed shutdown hang during cache thread release
  • - Fixed LCC2 scaling error
  • Improvements
  • - Improved Deferred Lit Mode rendering quality
V2.2.12026.06.16Details
  • Note: All features, fixes, and optimizations below apply to the LCC2 rendering pipeline only, and do not involve the legacy LCC pipeline.
  • New Features:
  • 1. Depth output support, multi-LCC2 blended rendering, and blending with other translucent objects
  • 2. Depth of Field (DOF) support
  • 3. OpenColorIO support
  • 4. TSR/TAA anti-aliasing support
  • 5. Added LCC2-SPZ format support
  • Bug Fixes:
  • 1. Fixed rendering flicker in various scenarios
  • 2. Fixed crashes and stability issues when loading large scenes
  • 3. Fixed compilation issues on Linux platform
  • 4. Fixed file loading failure with Chinese characters in paths on Windows
  • Optimizations:
  • 1. Refactored compositing pipeline to reduce rendering overhead
  • 2. Reduced shader resource usage
  • 3. Optimized cache eviction strategy to prevent black holes in the image
V1.1.02026.05.11Details
  • Fix shader compilation errors in UE5.4 version
V1.0.02026.04.14Details
  • New Features:
  • 1. Support for lcc2 format (beta)
  • 2. Support for VR stereo rendering (InstanceStereo)
  • 3. Rendering quality improvements
  • Bug Fixes:
  • 1. Fixed issues where collision was not taking effect or updating in scenarios with multiple cameras, multiple SceneCaptures, VR, split-screen, etc.
  • 2. Fixed the color shift (Tonemap-related) issue previously seen in SceneCapture / MRQ, etc.
  • 3. Fixed sorting issues when rendering lcc with translucent blends – lcc now has the lowest rendering priority, ensuring effects are always rendered in front of lcc.
  • Compatible versions: UE5.4/5.5/5.6/5.7. UE5.1~5.3 will no longer be supported
V0.9.02026.03.06Details
  • New Features:
  • 1. Added Load Animation feature (refer to documentation:https://developer.xgrids.com/#/document?titleId=en-1748507666140)
  • 2. Removed watermark display
  • Bug Fixes:
  • 1. Fixed scaling issues with LCCActor(supports uniform scaling only)
  • 2. Fixed error during exit
V0.8.02025.05.09Details
  • New Features:
  • 1. Added CesiumForUnreal support.
  • 2. Added bEnableMultipleLCCActorAutoSort toggle, allowing users to manually manage the rendering order of multiple LCC Actors.
  • 3. Added SortFactor, enabling users to customize the sorting frequency for individual LCCActor instances.
  • 4. Added Full Load Mode. Documentation: https://developer.xgrids.com/#/document?titleId=en-1744094478483
  • 5. Added bEnableEditorCollision toggle (default: off) to control whether collision data loads in Editor Mode.
  • 6. Added bEnableSeamCutting to resolve chunked rendering seams (requires manual toggle before LCC 4.0, auto-enabled in 5.0+).
  • 7. Add watermark function.
  • 8. Support aerial-ground Flythrough.
  • 9. Added support for LCC color adjustment.
  • 10. LCCClippingVolume and LCCSection Plan add Refresh method
  • Bug Fixes:
  • 1. Fixed issues with dynamic collision toggling.
  • 2. Fixed multiple problems in collision system construction, cooking, and updates.
  • 3. Fixed incorrect path for public_key.pem.
  • 4. Fixed several C++ header inclusion issues.
  • 5. Renamed ReceiveShadow.uasset.
  • 6. Fixed seam artifacts in chunked rendering.
  • 7. Fixed excessively large LCC Bound issue.
  • 8. Fixed an issue with LCCActor as a ChildActor
  • 9. Fixed the issue of crashing when quickly opening the same level
  • 10. Fixed crash issues caused by fast refresh
  • 11. Fixed the null pointer issue caused by GeoRef
  • 11. Fixed several other issues
  • Performance Optimizations:
  • 1. Logic execution is skipped when LCC is hidden.
  • 2. Added Node Cache to improve traversal speed.
V0.7.12025.04.24Details
  • New Features:
  • 1. Add Windows cross compile Linux support
  • 2. Added support for legacy collision data (collision.bin).
  • 2. Added support for 3DGS ply format.
  • 3. Added support for Disguise software.
  • 4. Added the r.xgrids.ForceUpdate command, which can force a scene refresh.
  • 5. Added SetPlayerLoadMode and SetPlayerRenderMode methods, allowing individual camera load and render modes to be set in multi-camera scenes.
  • 6. Added node filtering functionality, enabling the filtering of nodes that do not meet specified conditions (Splat number).
  • Bug Fixes:
  • 1. Fix the issue of LCCActor rotating around the x-axis
  • 2. Fix rendering issues when LCCActor position x, y, z values are too large
  • 3. Fix the issue of UseShcoef not being saved after modification
  • 4. Fix LevelFactor numerical type error issue
  • 5. Fixed sorting issues with multiple LCCActor instances.
  • 2. Fixed rendering issues with environment nodes in LCC 4.0 version.
  • 3. Fixed edge void issues during rapid rotation.
  • 4. Other known issues have been addressed.
  • Performance Optimizations:
  • 1. Optimized collision data loading strategy.
V0.6.12025.01.16Details
  • New Features
  • 1. Added support for dynamic loading of collision data (single camera and multi camera), LCC data directory must contain the collision.lci file
  • 2. Relative path support
  • 3. LCCActor and LCCComponent expose to C++
  • Bug Fix:
  • 1. Fixed the issue of collision not being updated in certain situations with multiple cameras
  • 2. Fixed the issue of duplicate statistics when play in Editor
  • 3. Fixed the issue of multiple cameras outside the LCC range
  • Performance optimization:
  • 1. Collision data construction adopts asynchronous construction to improve the smoothness of operation
V0.5.22025.01.16Details
  • New features:
  • 1. Added support for box and sphere clipping volume
  • 2. Added support for section planes, which can slice scenes
  • 3. Added support for nDisplay
  • 4. Added support for Aximmetry (LCCActor Replace Tonemap option needs to be turned off,and use PostProcessVolume to control scene exposure)
  • 5. Added support for VR rendering (requires disabling the Instanced stereo option)
  • Bug fix:
  • 1. Fixed rendering errors caused by scene rotation along the Z-axis
  • 2. Fixed the issue of environment nodes in multi camera environments
  • 3. Fixed the issue of block errors in certain scenarios
  • 4. Fixed the issue of node level calculation errors in certain scenarios
  • Performance:
  • 1. Added node preloading to improve performance
V0.4.12024.12.13Details
  • Bugfix:
  • 1. Fixed the flickering issue when roaming in some large scenes
  • 2. Fixed a memory leak issue in editor mode
  • 3. Fixed the issue of environment data
  • 4. Fixed the stuttering issue when switching to orthogonal camera in editor mode (orthogonal camera is not currently supported)
  • 5. Fixed other known issues
V0.4.02024.12.11Details
  • Bug Fix:
  • 1. Fix the issue where dragging multiple unloaded data LCCActor in the scene can cause crashes
  • 2. Fix the issue of multiple blueprint methods not taking effect
  • 3. Fixed the issue where deleting LCCActor resources in editor mode did not fully release them
  • 4. Fix the issue where the level does not take effect when Tonemap is closed
  • 5. Fix the synchronization issue of the thread pool
  • 6. Fix the issue of LCCActor not refreshing when moving in the editor viewport
  • 7. Fix the lag when switching between F10 and F11 quickly in UE5.1 editor mode
  • 7. Other known bugs
  • New Feature:
  • 1. Add support for multiple cameras and multiple viewports
  • 2. Add support for SceneCaptureComponent, which is enabled by default (with some impact on performance) and can be turned off in ProjectSetting/plugins/LCC4Unreal
  • 3. LCCActor and LCCComponent support mobility, allowing for free movement, rotation, and scaling of LCC scenes in runtime mode
  • Optimization:
  • 1. Optimized resource release logic
  • 2. Optimized the distance exclusion logic
  • 3. Optimized the logic for removing the maximum number of points
V0.3.02024.11.29Details
  • LCC4Unreal is the LCC development kit officially provided by XGrids, which supports many common functions such as data import rendering, ray detection, point cloud switching, etc.
  • LCC4Unreal v0.3.0 Version Notes:
  • • Support Windows
  • • Support data import rendering
  • • Support roaming
  • • Support dynamic FOV
  • • Support linear and Gamma color space
  • • Support multi lcc rendering
  • • Support scene lighting
  • • Support scene post-processing
  • • Support dynamic load or unload of data
  • • Support separation of environment data and main data
  • • Support SDK custom configuration (ProjectSetting/Plugins/LCC4Unreal)
  • • Support three-level sorting of rendering to ensure correct rendering results
  • • Support CPU sorting and GPU sorting
  • • Support circular and fan traversal strategies
  • • Support scene freezing (FreezeRendering)
  • • Support LOD automatic switching, and add configurable switching rules
  • • Support console commands to facilitate developers to optimize performance and debug
  • • Support thread pool (traversal, loading, sorting), and configurable thread pool pre-creation and maximum capacity
  • •Support ray detection (Single, Multi)
  • •Support point cloud switching function
  • •Support global Alpha function
  • •Support Splat Scale zoom function
  • •Support elevation coloring
  • •Support starting level setting
  • •Support maximum distance limit
  • •Support maximum rendering point limit
  • •Support spherical harmonics enable switch
  • •Support relighting enable switch (relighting function is closed by default)
  • •Support anti-aliasing switch
  • •Support Tonemap switch
  • •Support LCC file selection dialog button
  • •Support Node Bound visualization switch and function
V0.0.52024.09.26Details
  • 1、Fix rendering error caused by frustum cull error 2、Fixed the issue of not refreshing in a timely manner when reopening the level editor that saved LCC objects 3、Fix the possibility of flickering caused by failure to refresh the sky bounding box in a timely manner during initial loading 4、Fix possible crashes during browsing in certain scenarios 5、Fix the issue of LODFactor not being saved 6、Add an importable ply collision body file
V0.0.42024.09.06Details
  • 1、Support rendering of environmental data
  • 2、Block rendering can improve rendering and roaming speed and stability in large scenes, while significantly reducing memory usage
  • 3、Support quality level adjustment for rendering
  • 4、Support LCC3.0 data format
V0.0.32024.09.06Details
  • 1. Fix the blurry display effect caused by LCC rendering color cast
  • 2. Fixed the ball harmonic effect error
  • 3. Fix scene mirroring issues
  • 4. Support 3D Gaussian rendering scene lighting
V0.0.22024.09.06Details
  • 1. Rewritten data loading and LOD algorithms, enhancing moving and loading speeds.
  • 2. Added custom LOD transition strategies.
  • 3. Optimized data synchronization in multi-thread processing, further reducing CPU usage on the main thread.
  • 4. Fixed an editor bug where object editing required camera movement to update display.
  • 5. Improved the double buffering switch mechanism to increase rendering speed during movement.
  • 6. Resolved an LCC data parsing bug, enabling normal use of previously inaccessible LCC files.
  • 7. Addressed several previous memory leak issues.
V0.0.12024.09.06Details
  • 1. Full GPU-accelerated Rendering Order Support: Improved smoothness of rendering.
  • 2. Support for Rendering and Displaying LCC Format Files from Specified Directories in UE5.
  • 3. Support for Basic Editing Operations such as global translation, rotation, and scaling in the editor.
  • 4. Support for packaging programs developed with the plugin for release.

Engine Version 5.5 for LCC for UE

Latest

Release Notes

  • Rendering
  • - Added orthographic projection support; LCC/LCC2/SOG/SPZ/PLY data can now be rendered correctly in orthographic views
  • - Added a data coloring mode for point clouds, coloring by the point cloud's true colors; point clouds now support both height coloring and data coloring modes
  • - Added support for adjusting spherical harmonics bands, with options for none / 1 band / 2 bands / 3 bands
  • Data Loading
  • - Added Load Volume (Pro), allowing you to load only data within a specified region during the loading stage
  • - Added a runtime synchronous loading option for SOG/SPZ/PLY single-file formats
  • - Single-file model capacity is no longer limited by the VRAM budget, supporting larger-scale models
  • Editor
  • - Added a Discord community entry at the bottom of the panel
  • Optimizations
  • - Added Tiled rasterization (Pro), which can greatly improve rendering performance; the exact benefit depends on the scene
  • - Significantly improved PLY file loading speed, reducing loading time by about 85%
  • - Clipping boxes and section planes now read data every frame, taking effect automatically after changing properties or moving them, with no need to call the Refresh method
  • Fixes
  • - Fixed an issue where PLY models and collision files could not be loaded after being packaged into a .pak
  • - Fixed Gaussian projection distortion at wide field of view angles
  • - Fixed an issue where ProxyMesh could not occlude other LCC2 Actors
  • - Fixed an issue where thin or sparse nodes caused forced maximum LOD and a sudden drop in frame rate
  • - Fixed abnormal LOD calculation when the camera is inside a node's bounding box
  • -------
  • Wiki: https://docs.xgrids.com/en-us/07-plugin-sdk/01-unreal
  • Discord: https://discord.gg/b99H8wjRaH

Version History (12)

V3.3.12026.08.12Details
  • New Features
  • Rendering
  • - Added GPU-driven indirect draw support to improve rendering efficiency
  • - Added SingleLayerWater rendering support option (Project Settings > Plugins > LCC4Unreal > SingleLayerWater Support)
  • - Added ShowCollision and ShowFPS shortcut buttons to the Actor panel
  • - Added Animation Reverse playback support
  • Data Formats
  • - Added SPZ v2 format support (exported from Marble)
  • - Expanded support for larger SOG/SPZ/PLY models
  • GIS Integration
  • - Replaced engine's GeoReferencing module with the built-in PROJ library, reducing external module dependencies
  • - SOG/SPZ/PLY Actors now auto-rotate along the X-axis to align with external Gaussian splatting coordinate conventions
  • Collision
  • - Added NavMesh support for AI pathfinding
  • - Optimized collision debug visualization rendering performance
  • Editor
  • - Added Focus Root Component with viewport camera framing support (press F to focus on selection)
  • - Added multi-language localization support (Chinese, English, German, French, Japanese, Korean)
  • Optimizations
  • - Optimized collision loading efficiency; default collision loading distance increased to 300 meters
  • - Optimized SPZ/SOG/PLY rendering performance, significantly improving frame rate during free-roam navigation
  • Bug Fixes
  • - Fixed sphere clip bounds rotation not applying correctly in shaders
  • - Fixed editor hang when asynchronously loading data sources
  • - Fixed collision data memory leak caused by infinite queue accumulation
  • - Fixed PROJ data files not being properly packaged in cooked builds
  • - Fixed Actor load state not persisting across sessions
  • - Fixed public key authentication failing under Unicode paths
  • - Fixed node culling using incorrect nearest-point distance calculations
  • - Fixed GPU sort parameter conflicts by using a dedicated staging buffer
  • - Fixed performance degradation caused by video memory exhaustion
  • - Fixed animation playback not applying at runtime
  • - Fixed height-based vertex coloring for SOG/SPZ/PLY Actor point clouds
V3.0.02026.07.15Details
  • Features
  • Data Format
  • - Added PLY format support
  • - Added SOG single-file loading support
  • - Added SPZ format support, compatible with both v3 and v4
  • Rendering
  • - Added multiple normal simulation methods (ViewFacing / Hemispherical / Fixed)
  • - Added Mip Filter toggle for splat rasterization
  • - Added Post Process Volume support
  • - Added NVIDIA DLSS support
  • - Added Color Correction Region support
  • - Added ACES/OCIO color space conversion workflow support
  • Pro Features
  • - Added ProxyMesh feature
  • - Added ACES workflow support
  • - Added large-scale clipping volume support
  • Bug Fixes
  • - Fixed stereo rendering (VR) black screen issue
  • - Fixed occlusion anomaly when 3DGS depth is in front of scene
  • - Fixed D3D12 RenderTarget texture compatibility issue
  • - Fixed shutdown hang during cache thread release
  • - Fixed LCC2 scaling error
  • Improvements
  • - Improved Deferred Lit Mode rendering quality
V2.2.12026.06.16Details
  • Note: All features, fixes, and optimizations below apply to the LCC2 rendering pipeline only, and do not involve the legacy LCC pipeline.
  • New Features:
  • 1. Depth output support, multi-LCC2 blended rendering, and blending with other translucent objects
  • 2. Depth of Field (DOF) support
  • 3. OpenColorIO support
  • 4. TSR/TAA anti-aliasing support
  • 5. Added LCC2-SPZ format support
  • Bug Fixes:
  • 1. Fixed rendering flicker in various scenarios
  • 2. Fixed crashes and stability issues when loading large scenes
  • 3. Fixed compilation issues on Linux platform
  • 4. Fixed file loading failure with Chinese characters in paths on Windows
  • Optimizations:
  • 1. Refactored compositing pipeline to reduce rendering overhead
  • 2. Reduced shader resource usage
  • 3. Optimized cache eviction strategy to prevent black holes in the image
V1.0.02026.04.14Details
  • New Features:
  • 1. Support for lcc2 format (beta)
  • 2. Support for VR stereo rendering (InstanceStereo)
  • 3. Rendering quality improvements
  • Bug Fixes:
  • 1. Fixed issues where collision was not taking effect or updating in scenarios with multiple cameras, multiple SceneCaptures, VR, split-screen, etc.
  • 2. Fixed the color shift (Tonemap-related) issue previously seen in SceneCapture / MRQ, etc.
  • 3. Fixed sorting issues when rendering lcc with translucent blends – lcc now has the lowest rendering priority, ensuring effects are always rendered in front of lcc.
  • Compatible versions: UE5.4/5.5/5.6/5.7. UE5.1~5.3 will no longer be supported
V0.9.02026.03.06Details
  • New Features:
  • 1. Added Load Animation feature (refer to documentation:https://developer.xgrids.com/#/document?titleId=en-1748507666140)
  • 2. Removed watermark display
  • Bug Fixes:
  • 1. Fixed scaling issues with LCCActor(supports uniform scaling only)
  • 2. Fixed error during exit
V0.8.02025.05.16Details
  • New Features:
  • 1. Added CesiumForUnreal support.
  • 2. Added bEnableMultipleLCCActorAutoSort toggle, allowing users to manually manage the rendering order of multiple LCC Actors.
  • 3. Added SortFactor, enabling users to customize the sorting frequency for individual LCCActor instances.
  • 4. Added Full Load Mode. Documentation: https://developer.xgrids.com/#/document?titleId=en-1744094478483
  • 5. Added bEnableEditorCollision toggle (default: off) to control whether collision data loads in Editor Mode.
  • 6. Added bEnableSeamCutting to resolve chunked rendering seams (requires manual toggle before LCC 4.0, auto-enabled in 5.0+).
  • 7. Add watermark function.
  • 8. Support aerial-ground Flythrough.
  • 9. Added support for LCC color adjustment.
  • 10. LCCClippingVolume and LCCSection Plan add Refresh method
  • Bug Fixes:
  • 1. Fixed issues with dynamic collision toggling.
  • 2. Fixed multiple problems in collision system construction, cooking, and updates.
  • 3. Fixed incorrect path for public_key.pem.
  • 4. Fixed several C++ header inclusion issues.
  • 5. Renamed ReceiveShadow.uasset.
  • 6. Fixed seam artifacts in chunked rendering.
  • 7. Fixed excessively large LCC Bound issue.
  • 8. Fixed an issue with LCCActor as a ChildActor
  • 9. Fixed the issue of crashing when quickly opening the same level
  • 10. Fixed crash issues caused by fast refresh
  • 11. Fixed the null pointer issue caused by GeoRef
  • 11. Fixed several other issues
  • Performance Optimizations:
  • 1. Logic execution is skipped when LCC is hidden.
  • 2. Added Node Cache to improve traversal speed.
V0.7.12025.04.24Details
  • New Features:
  • 1. Add Windows cross compile Linux support
  • 2. Added support for legacy collision data (collision.bin).
  • 2. Added support for 3DGS ply format.
  • 3. Added support for Disguise software.
  • 4. Added the r.xgrids.ForceUpdate command, which can force a scene refresh.
  • 5. Added SetPlayerLoadMode and SetPlayerRenderMode methods, allowing individual camera load and render modes to be set in multi-camera scenes.
  • 6. Added node filtering functionality, enabling the filtering of nodes that do not meet specified conditions (Splat number).
  • Bug Fixes:
  • 1. Fix the issue of LCCActor rotating around the x-axis
  • 2. Fix rendering issues when LCCActor position x, y, z values are too large
  • 3. Fix the issue of UseShcoef not being saved after modification
  • 4. Fix LevelFactor numerical type error issue
  • 5. Fixed sorting issues with multiple LCCActor instances.
  • 2. Fixed rendering issues with environment nodes in LCC 4.0 version.
  • 3. Fixed edge void issues during rapid rotation.
  • 4. Other known issues have been addressed.
  • Performance Optimizations:
  • 1. Optimized collision data loading strategy.
V0.6.12025.01.16Details
  • New Features
  • 1. Added support for dynamic loading of collision data (single camera and multi camera), LCC data directory must contain the collision.lci file
  • 2. Relative path support
  • 3. LCCActor and LCCComponent expose to C++
  • Bug Fix:
  • 1. Fixed the issue of collision not being updated in certain situations with multiple cameras
  • 2. Fixed the issue of duplicate statistics when play in Editor
  • 3. Fixed the issue of multiple cameras outside the LCC range
  • Performance optimization:
  • 1. Collision data construction adopts asynchronous construction to improve the smoothness of operation
V0.5.22025.01.16Details
  • New features:
  • 1. Added support for box and sphere clipping volume
  • 2. Added support for section planes, which can slice scenes
  • 3. Added support for nDisplay
  • 4. Added support for Aximmetry (LCCActor Replace Tonemap option needs to be turned off,and use PostProcessVolume to control scene exposure)
  • 5. Added support for VR rendering (requires disabling the Instanced stereo option)
  • Bug fix:
  • 1. Fixed rendering errors caused by scene rotation along the Z-axis
  • 2. Fixed the issue of environment nodes in multi camera environments
  • 3. Fixed the issue of block errors in certain scenarios
  • 4. Fixed the issue of node level calculation errors in certain scenarios
  • Performance:
  • 1. Added node preloading to improve performance
V0.4.12024.12.13Details
  • Bugfix:
  • 1. Fixed the flickering issue when roaming in some large scenes
  • 2. Fixed a memory leak issue in editor mode
  • 3. Fixed the issue of environment data
  • 4. Fixed the stuttering issue when switching to orthogonal camera in editor mode (orthogonal camera is not currently supported)
  • 5. Fixed other known issues
V0.4.02024.12.11Details
  • Bug Fix:
  • 1. Fix the issue where dragging multiple unloaded data LCCActor in the scene can cause crashes
  • 2. Fix the issue of multiple blueprint methods not taking effect
  • 3. Fixed the issue where deleting LCCActor resources in editor mode did not fully release them
  • 4. Fix the issue where the level does not take effect when Tonemap is closed
  • 5. Fix the synchronization issue of the thread pool
  • 6. Fix the issue of LCCActor not refreshing when moving in the editor viewport
  • 7. Fix the lag when switching between F10 and F11 quickly in UE5.1 editor mode
  • 7. Other known bugs
  • New Feature:
  • 1. Add support for multiple cameras and multiple viewports
  • 2. Add support for SceneCaptureComponent, which is enabled by default (with some impact on performance) and can be turned off in ProjectSetting/plugins/LCC4Unreal
  • 3. LCCActor and LCCComponent support mobility, allowing for free movement, rotation, and scaling of LCC scenes in runtime mode
  • Optimization:
  • 1. Optimized resource release logic
  • 2. Optimized the distance exclusion logic
  • 3. Optimized the logic for removing the maximum number of points
V0.3.02024.12.02Details
  • Update Notes:
  • • Support Windows
  • • Support data import rendering
  • • Support roaming
  • • Support dynamic FOV
  • • Support linear and Gamma color space
  • • Support multi lcc rendering
  • • Support scene lighting
  • • Support scene post-processing
  • • Support dynamic load or unload of data
  • • Support separation of environment data and main data
  • • Support SDK custom configuration (ProjectSetting/Plugins/LCC4Unreal)
  • • Support three-level sorting of rendering to ensure correct rendering results
  • • Support CPU sorting and GPU sorting
  • • Support circular and fan traversal strategies
  • • Support scene freezing (FreezeRendering)
  • • Support LOD automatic switching, and add configurable switching rules
  • • Support console commands to facilitate developers to optimize performance and debug
  • • Support thread pool (traversal, loading, sorting), and configurable thread pool pre-creation and maximum capacity
  • •Support ray detection (Single, Multi)
  • •Support point cloud switching function
  • •Support global Alpha function
  • •Support Splat Scale zoom function
  • •Support elevation coloring
  • •Support starting level setting
  • •Support maximum distance limit
  • •Support maximum rendering point limit
  • •Support spherical harmonics enable switch
  • •Support relighting enable switch (relighting function is closed by default)
  • •Support anti-aliasing switch
  • •Support Tonemap switch
  • •Support LCC file selection dialog button
  • •Support Node Bound visualization switch and function

Engine Version 5.6 for LCC for UE

Latest

Release Notes

  • Rendering
  • - Added orthographic projection support; LCC/LCC2/SOG/SPZ/PLY data can now be rendered correctly in orthographic views
  • - Added a data coloring mode for point clouds, coloring by the point cloud's true colors; point clouds now support both height coloring and data coloring modes
  • - Added support for adjusting spherical harmonics bands, with options for none / 1 band / 2 bands / 3 bands
  • Data Loading
  • - Added Load Volume (Pro), allowing you to load only data within a specified region during the loading stage
  • - Added a runtime synchronous loading option for SOG/SPZ/PLY single-file formats
  • - Single-file model capacity is no longer limited by the VRAM budget, supporting larger-scale models
  • Editor
  • - Added a Discord community entry at the bottom of the panel
  • Optimizations
  • - Added Tiled rasterization (Pro), which can greatly improve rendering performance; the exact benefit depends on the scene
  • - Significantly improved PLY file loading speed, reducing loading time by about 85%
  • - Clipping boxes and section planes now read data every frame, taking effect automatically after changing properties or moving them, with no need to call the Refresh method
  • Fixes
  • - Fixed an issue where PLY models and collision files could not be loaded after being packaged into a .pak
  • - Fixed Gaussian projection distortion at wide field of view angles
  • - Fixed an issue where ProxyMesh could not occlude other LCC2 Actors
  • - Fixed an issue where thin or sparse nodes caused forced maximum LOD and a sudden drop in frame rate
  • - Fixed abnormal LOD calculation when the camera is inside a node's bounding box
  • -------
  • Wiki: https://docs.xgrids.com/en-us/07-plugin-sdk/01-unreal
  • Discord: https://discord.gg/b99H8wjRaH

Version History (5)

V3.3.12026.08.12Details
  • New Features
  • Rendering
  • - Added GPU-driven indirect draw support to improve rendering efficiency
  • - Added SingleLayerWater rendering support option (Project Settings > Plugins > LCC4Unreal > SingleLayerWater Support)
  • - Added ShowCollision and ShowFPS shortcut buttons to the Actor panel
  • - Added Animation Reverse playback support
  • Data Formats
  • - Added SPZ v2 format support (exported from Marble)
  • - Expanded support for larger SOG/SPZ/PLY models
  • GIS Integration
  • - Replaced engine's GeoReferencing module with the built-in PROJ library, reducing external module dependencies
  • - SOG/SPZ/PLY Actors now auto-rotate along the X-axis to align with external Gaussian splatting coordinate conventions
  • Collision
  • - Added NavMesh support for AI pathfinding
  • - Optimized collision debug visualization rendering performance
  • Editor
  • - Added Focus Root Component with viewport camera framing support (press F to focus on selection)
  • - Added multi-language localization support (Chinese, English, German, French, Japanese, Korean)
  • Optimizations
  • - Optimized collision loading efficiency; default collision loading distance increased to 300 meters
  • - Optimized SPZ/SOG/PLY rendering performance, significantly improving frame rate during free-roam navigation
  • Bug Fixes
  • - Fixed sphere clip bounds rotation not applying correctly in shaders
  • - Fixed editor hang when asynchronously loading data sources
  • - Fixed collision data memory leak caused by infinite queue accumulation
  • - Fixed PROJ data files not being properly packaged in cooked builds
  • - Fixed Actor load state not persisting across sessions
  • - Fixed public key authentication failing under Unicode paths
  • - Fixed node culling using incorrect nearest-point distance calculations
  • - Fixed GPU sort parameter conflicts by using a dedicated staging buffer
  • - Fixed performance degradation caused by video memory exhaustion
  • - Fixed animation playback not applying at runtime
  • - Fixed height-based vertex coloring for SOG/SPZ/PLY Actor point clouds
V3.0.02026.07.15Details
  • Features
  • Data Format
  • - Added PLY format support
  • - Added SOG single-file loading support
  • - Added SPZ format support, compatible with both v3 and v4
  • Rendering
  • - Added multiple normal simulation methods (ViewFacing / Hemispherical / Fixed)
  • - Added Mip Filter toggle for splat rasterization
  • - Added Post Process Volume support
  • - Added NVIDIA DLSS support
  • - Added Color Correction Region support
  • - Added ACES/OCIO color space conversion workflow support
  • Pro Features
  • - Added ProxyMesh feature
  • - Added ACES workflow support
  • - Added large-scale clipping volume support
  • Bug Fixes
  • - Fixed stereo rendering (VR) black screen issue
  • - Fixed occlusion anomaly when 3DGS depth is in front of scene
  • - Fixed D3D12 RenderTarget texture compatibility issue
  • - Fixed shutdown hang during cache thread release
  • - Fixed LCC2 scaling error
  • Improvements
  • - Improved Deferred Lit Mode rendering quality
V2.2.12026.06.16Details
  • Note: All features, fixes, and optimizations below apply to the LCC2 rendering pipeline only, and do not involve the legacy LCC pipeline.
  • New Features:
  • 1. Depth output support, multi-LCC2 blended rendering, and blending with other translucent objects
  • 2. Depth of Field (DOF) support
  • 3. OpenColorIO support
  • 4. TSR/TAA anti-aliasing support
  • 5. Added LCC2-SPZ format support
  • Bug Fixes:
  • 1. Fixed rendering flicker in various scenarios
  • 2. Fixed crashes and stability issues when loading large scenes
  • 3. Fixed compilation issues on Linux platform
  • 4. Fixed file loading failure with Chinese characters in paths on Windows
  • Optimizations:
  • 1. Refactored compositing pipeline to reduce rendering overhead
  • 2. Reduced shader resource usage
  • 3. Optimized cache eviction strategy to prevent black holes in the image
V1.0.02026.04.14Details
  • New Features:
  • 1. Support for lcc2 format (beta)
  • 2. Support for VR stereo rendering (InstanceStereo)
  • 3. Rendering quality improvements
  • Bug Fixes:
  • 1. Fixed issues where collision was not taking effect or updating in scenarios with multiple cameras, multiple SceneCaptures, VR, split-screen, etc.
  • 2. Fixed the color shift (Tonemap-related) issue previously seen in SceneCapture / MRQ, etc.
  • 3. Fixed sorting issues when rendering lcc with translucent blends – lcc now has the lowest rendering priority, ensuring effects are always rendered in front of lcc.
  • Compatible versions: UE5.4/5.5/5.6/5.7. UE5.1~5.3 will no longer be supported
V0.9.02026.03.06Details
  • New Features:
  • 1. Added Load Animation feature (refer to documentation:https://developer.xgrids.com/#/document?titleId=en-1748507666140)
  • 2. Removed watermark display
  • Bug Fixes:
  • 1. Fixed scaling issues with LCCActor(supports uniform scaling only)
  • 2. Fixed error during exit

Engine Version 5.7 for LCC for UE

Latest

Release Notes

  • Rendering
  • - Added orthographic projection support; LCC/LCC2/SOG/SPZ/PLY data can now be rendered correctly in orthographic views
  • - Added a data coloring mode for point clouds, coloring by the point cloud's true colors; point clouds now support both height coloring and data coloring modes
  • - Added support for adjusting spherical harmonics bands, with options for none / 1 band / 2 bands / 3 bands
  • Data Loading
  • - Added Load Volume (Pro), allowing you to load only data within a specified region during the loading stage
  • - Added a runtime synchronous loading option for SOG/SPZ/PLY single-file formats
  • - Single-file model capacity is no longer limited by the VRAM budget, supporting larger-scale models
  • Editor
  • - Added a Discord community entry at the bottom of the panel
  • Optimizations
  • - Added Tiled rasterization (Pro), which can greatly improve rendering performance; the exact benefit depends on the scene
  • - Significantly improved PLY file loading speed, reducing loading time by about 85%
  • - Clipping boxes and section planes now read data every frame, taking effect automatically after changing properties or moving them, with no need to call the Refresh method
  • Fixes
  • - Fixed an issue where PLY models and collision files could not be loaded after being packaged into a .pak
  • - Fixed Gaussian projection distortion at wide field of view angles
  • - Fixed an issue where ProxyMesh could not occlude other LCC2 Actors
  • - Fixed an issue where thin or sparse nodes caused forced maximum LOD and a sudden drop in frame rate
  • - Fixed abnormal LOD calculation when the camera is inside a node's bounding box
  • -------
  • Wiki: https://docs.xgrids.com/en-us/07-plugin-sdk/01-unreal
  • Discord: https://discord.gg/b99H8wjRaH

Version History (5)

V3.3.12026.08.12Details
  • New Features
  • Rendering
  • - Added GPU-driven indirect draw support to improve rendering efficiency
  • - Added SingleLayerWater rendering support option (Project Settings > Plugins > LCC4Unreal > SingleLayerWater Support)
  • - Added ShowCollision and ShowFPS shortcut buttons to the Actor panel
  • - Added Animation Reverse playback support
  • Data Formats
  • - Added SPZ v2 format support (exported from Marble)
  • - Expanded support for larger SOG/SPZ/PLY models
  • GIS Integration
  • - Replaced engine's GeoReferencing module with the built-in PROJ library, reducing external module dependencies
  • - SOG/SPZ/PLY Actors now auto-rotate along the X-axis to align with external Gaussian splatting coordinate conventions
  • Collision
  • - Added NavMesh support for AI pathfinding
  • - Optimized collision debug visualization rendering performance
  • Editor
  • - Added Focus Root Component with viewport camera framing support (press F to focus on selection)
  • - Added multi-language localization support (Chinese, English, German, French, Japanese, Korean)
  • Optimizations
  • - Optimized collision loading efficiency; default collision loading distance increased to 300 meters
  • - Optimized SPZ/SOG/PLY rendering performance, significantly improving frame rate during free-roam navigation
  • Bug Fixes
  • - Fixed sphere clip bounds rotation not applying correctly in shaders
  • - Fixed editor hang when asynchronously loading data sources
  • - Fixed collision data memory leak caused by infinite queue accumulation
  • - Fixed PROJ data files not being properly packaged in cooked builds
  • - Fixed Actor load state not persisting across sessions
  • - Fixed public key authentication failing under Unicode paths
  • - Fixed node culling using incorrect nearest-point distance calculations
  • - Fixed GPU sort parameter conflicts by using a dedicated staging buffer
  • - Fixed performance degradation caused by video memory exhaustion
  • - Fixed animation playback not applying at runtime
  • - Fixed height-based vertex coloring for SOG/SPZ/PLY Actor point clouds
V3.0.02026.07.15Details
  • Features
  • Data Format
  • - Added PLY format support
  • - Added SOG single-file loading support
  • - Added SPZ format support, compatible with both v3 and v4
  • Rendering
  • - Added multiple normal simulation methods (ViewFacing / Hemispherical / Fixed)
  • - Added Mip Filter toggle for splat rasterization
  • - Added Post Process Volume support
  • - Added NVIDIA DLSS support
  • - Added Color Correction Region support
  • - Added ACES/OCIO color space conversion workflow support
  • Pro Features
  • - Added ProxyMesh feature
  • - Added ACES workflow support
  • - Added large-scale clipping volume support
  • Bug Fixes
  • - Fixed stereo rendering (VR) black screen issue
  • - Fixed occlusion anomaly when 3DGS depth is in front of scene
  • - Fixed D3D12 RenderTarget texture compatibility issue
  • - Fixed shutdown hang during cache thread release
  • - Fixed LCC2 scaling error
  • Improvements
  • - Improved Deferred Lit Mode rendering quality
V2.2.12026.06.16Details
  • Note: All features, fixes, and optimizations below apply to the LCC2 rendering pipeline only, and do not involve the legacy LCC pipeline.
  • New Features:
  • 1. Depth output support, multi-LCC2 blended rendering, and blending with other translucent objects
  • 2. Depth of Field (DOF) support
  • 3. OpenColorIO support
  • 4. TSR/TAA anti-aliasing support
  • 5. Added LCC2-SPZ format support
  • Bug Fixes:
  • 1. Fixed rendering flicker in various scenarios
  • 2. Fixed crashes and stability issues when loading large scenes
  • 3. Fixed compilation issues on Linux platform
  • 4. Fixed file loading failure with Chinese characters in paths on Windows
  • Optimizations:
  • 1. Refactored compositing pipeline to reduce rendering overhead
  • 2. Reduced shader resource usage
  • 3. Optimized cache eviction strategy to prevent black holes in the image
V1.0.02026.04.14Details
  • New Features:
  • 1. Support for lcc2 format (beta)
  • 2. Support for VR stereo rendering (InstanceStereo)
  • 3. Rendering quality improvements
  • Bug Fixes:
  • 1. Fixed issues where collision was not taking effect or updating in scenarios with multiple cameras, multiple SceneCaptures, VR, split-screen, etc.
  • 2. Fixed the color shift (Tonemap-related) issue previously seen in SceneCapture / MRQ, etc.
  • 3. Fixed sorting issues when rendering lcc with translucent blends – lcc now has the lowest rendering priority, ensuring effects are always rendered in front of lcc.
  • Compatible versions: UE5.4/5.5/5.6/5.7. UE5.1~5.3 will no longer be supported
V0.9.02026.03.20Details
  • New Features:
  • 1. Added Load Animation feature (refer to documentation:https://developer.xgrids.com/#/document?titleId=en-1748507666140)
  • 2. Removed watermark display
  • Bug Fixes:
  • 1. Fixed scaling issues with LCCActor(supports uniform scaling only)
  • 2. Fixed error during exit

Engine Version 5.8 for LCC for UE

Latest

Release Notes

  • Rendering
  • - Added orthographic projection support; LCC/LCC2/SOG/SPZ/PLY data can now be rendered correctly in orthographic views
  • - Added a data coloring mode for point clouds, coloring by the point cloud's true colors; point clouds now support both height coloring and data coloring modes
  • - Added support for adjusting spherical harmonics bands, with options for none / 1 band / 2 bands / 3 bands
  • Data Loading
  • - Added Load Volume (Pro), allowing you to load only data within a specified region during the loading stage
  • - Added a runtime synchronous loading option for SOG/SPZ/PLY single-file formats
  • - Single-file model capacity is no longer limited by the VRAM budget, supporting larger-scale models
  • Editor
  • - Added a Discord community entry at the bottom of the panel
  • Optimizations
  • - Added Tiled rasterization (Pro), which can greatly improve rendering performance; the exact benefit depends on the scene
  • - Significantly improved PLY file loading speed, reducing loading time by about 85%
  • - Clipping boxes and section planes now read data every frame, taking effect automatically after changing properties or moving them, with no need to call the Refresh method
  • Fixes
  • - Fixed an issue where PLY models and collision files could not be loaded after being packaged into a .pak
  • - Fixed Gaussian projection distortion at wide field of view angles
  • - Fixed an issue where ProxyMesh could not occlude other LCC2 Actors
  • - Fixed an issue where thin or sparse nodes caused forced maximum LOD and a sudden drop in frame rate
  • - Fixed abnormal LOD calculation when the camera is inside a node's bounding box
  • -------
  • Wiki: https://docs.xgrids.com/en-us/07-plugin-sdk/01-unreal
  • Discord: https://discord.gg/b99H8wjRaH

Version History (3)

V3.3.12026.08.12Details
  • New Features
  • Rendering
  • - Added GPU-driven indirect draw support to improve rendering efficiency
  • - Added SingleLayerWater rendering support option (Project Settings > Plugins > LCC4Unreal > SingleLayerWater Support)
  • - Added ShowCollision and ShowFPS shortcut buttons to the Actor panel
  • - Added Animation Reverse playback support
  • Data Formats
  • - Added SPZ v2 format support (exported from Marble)
  • - Expanded support for larger SOG/SPZ/PLY models
  • GIS Integration
  • - Replaced engine's GeoReferencing module with the built-in PROJ library, reducing external module dependencies
  • - SOG/SPZ/PLY Actors now auto-rotate along the X-axis to align with external Gaussian splatting coordinate conventions
  • Collision
  • - Added NavMesh support for AI pathfinding
  • - Optimized collision debug visualization rendering performance
  • Editor
  • - Added Focus Root Component with viewport camera framing support (press F to focus on selection)
  • - Added multi-language localization support (Chinese, English, German, French, Japanese, Korean)
  • Optimizations
  • - Optimized collision loading efficiency; default collision loading distance increased to 300 meters
  • - Optimized SPZ/SOG/PLY rendering performance, significantly improving frame rate during free-roam navigation
  • Bug Fixes
  • - Fixed sphere clip bounds rotation not applying correctly in shaders
  • - Fixed editor hang when asynchronously loading data sources
  • - Fixed collision data memory leak caused by infinite queue accumulation
  • - Fixed PROJ data files not being properly packaged in cooked builds
  • - Fixed Actor load state not persisting across sessions
  • - Fixed public key authentication failing under Unicode paths
  • - Fixed node culling using incorrect nearest-point distance calculations
  • - Fixed GPU sort parameter conflicts by using a dedicated staging buffer
  • - Fixed performance degradation caused by video memory exhaustion
  • - Fixed animation playback not applying at runtime
  • - Fixed height-based vertex coloring for SOG/SPZ/PLY Actor point clouds
V3.0.02026.07.15Details
  • Features
  • Data Format
  • - Added PLY format support
  • - Added SOG single-file loading support
  • - Added SPZ format support, compatible with both v3 and v4
  • Rendering
  • - Added multiple normal simulation methods (ViewFacing / Hemispherical / Fixed)
  • - Added Mip Filter toggle for splat rasterization
  • - Added Post Process Volume support
  • - Added NVIDIA DLSS support
  • - Added Color Correction Region support
  • - Added ACES/OCIO color space conversion workflow support
  • Pro Features
  • - Added ProxyMesh feature
  • - Added ACES workflow support
  • - Added large-scale clipping volume support
  • Bug Fixes
  • - Fixed stereo rendering (VR) black screen issue
  • - Fixed occlusion anomaly when 3DGS depth is in front of scene
  • - Fixed D3D12 RenderTarget texture compatibility issue
  • - Fixed shutdown hang during cache thread release
  • - Fixed LCC2 scaling error
  • Improvements
  • - Improved Deferred Lit Mode rendering quality
V2.2.12026.06.18Details
  • Note: All features, fixes, and optimizations below apply to the LCC2 rendering pipeline only, and do not involve the legacy LCC pipeline.
  • New Features:
  • 1. Depth output support, multi-LCC2 blended rendering, and blending with other translucent objects
  • 2. Depth of Field (DOF) support
  • 3. OpenColorIO support
  • 4. TSR/TAA anti-aliasing support
  • 5. Added LCC2-SPZ format support
  • Bug Fixes:
  • 1. Fixed rendering flicker in various scenarios
  • 2. Fixed crashes and stability issues when loading large scenes
  • 3. Fixed compilation issues on Linux platform
  • 4. Fixed file loading failure with Chinese characters in paths on Windows
  • Optimizations:
  • 1. Refactored compositing pipeline to reduce rendering overhead
  • 2. Reduced shader resource usage
  • 3. Optimized cache eviction strategy to prevent black holes in the image

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