GuideStefan VaskevichStefan Vaskevich

3D Gaussian Splats in Unreal Engine 5: Generate Worlds & Objects Free

The free, local 3DGS stack for Unreal Engine 5: the plugin that renders splats, the CLI that adds colliders, and where to generate worlds and objects for free.

There is a real revolution happening in 3D Gaussian Splatting right now. In just the last few months we got a wave of open-source, local tools that generate both objects and entire worlds as splats - free, on your own GPU, no scanning rig and no cloud. And we can finally drop all of it straight into Unreal Engine 5, where it actually renders and does not destroy your FPS.

This is the short, link-heavy version of the whole stack: the plugin that renders splats in UE5, the CLI that converts them and builds colliders, the browser editor for cleaning them up, and exactly where to generate worlds and objects locally for free. Every link is in the list at the bottom.

New on top3d.ai: compare splats, not just meshes
We just added 3D Gaussian Splatting to the Compare tool - around 10 splats to start, across both objects and worlds - so you can spin them side by side in the browser before you commit one to your project. Try it on the 3DGS Compare page.

Watch the full build

The whole setup and the tests, start to finish, on YouTube.

A neon cyberpunk sports car generated as a 3D Gaussian Splat, running inside Unreal Engine 5 with a separate collision mesh below it
A splat car dropped into Unreal Engine 5 with NanoGS - and a separate collision mesh (the white blob) so you can actually drive around it. This whole pipeline is free and local.

1. Render splats in Unreal Engine 5: the plugins

Unreal Engine does not support splat files (.ply, .sog) out of the box, so you need a plugin. There are plenty of small experimental ones; I tested the three most popular and here is the honest breakdown.

  • NanoGS - my pick right now. Built for recent Unreal versions (5.7), easiest to install, more stars, better English docs, actively supported. Only handles .ply for now (SOG hopefully soon).
  • MLSLabs Renderer - the only one that also does 4DGS (sequences of splats - animated/volumetric capture). Comes in Lite (PLY only) and Pro (adds the compressed SOG format), but Pro is test-only right now and stamps a watermark in the viewport. Despite the GitHub page saying 5.5, the Google Drive releases include a 5.7 build.
  • XScene (XVerse) - one of the first, but it tops out at Unreal Engine 5.5, so I skip it for new projects on 5.7/5.8.
The MLSLabs Gaussian Splatting Renderer GitHub page showing 3DGS and 4DGS support, Apache 2.0 license, and a temple scene splat
MLSLabs is the one to grab if you want 4DGS. For everything else, NanoGS is the simpler choice - drop the plugin in your project's Plugins folder, restart, enable it, and import any .ply as a Gaussian Splat actor.
NanoGS install, in short
Download the matching release (e.g. NanoGS UE5.7), create a Plugins folder (capital P) in your project, unzip it there, restart Unreal, and enable NanoGS in Plugins. Then Import any .ply and drag it into the scene. MLSLabs is heavier - it installs into the engine folder and pulls PyTorch dependencies on first run.

2. Convert, add colliders, and clean splats

Splats come in a few formats and Unreal only eats a couple of them, so you will want one tool to convert back and forth and, more importantly, to build collision - because a raw splat is just floating color, it has no geometry to stand on or drive against. That tool is splat-transform, PlayCanvas’ CLI. If you have Node.js installed it is a one-line install (ChatGPT will write the exact command for your file), and it both converts formats and exports a collider mesh as .glb.

# install (needs Node.js)
npm install -g @playcanvas/splat-transform

# convert a raw .ply into compressed SOG
splat-transform scan.ply scan.sog

# export a collision mesh (.glb) from a splat
splat-transform car.ply car-collider.glb

Bring that collider .glb into Unreal, line it up with the splat, set its collision to Use Complex Collision As Simple, tick Actor Hidden In Game, and you have a splat you can walk, drive, or fall onto. It works the same for objects and for whole worlds.

The formats, fast
.ply is the raw, heavy splat format. SOG is the highly-compressed version (think ~300 MB PLY shrinking to ~20 MB) and is quickly becoming the new standard. SPZ is another compressed/streamed flavor. Convert between them with splat-transform as your tools demand.

To actually edit a splat - trim the junk, cut away the parts you do not need - the easiest option is SuperSplat, a free editor that runs right in your browser. Drop a splat in, lasso the bits you want gone, delete, export. You cannot do this in Blender yet, so for cleanup this is the go-to.

The SuperSplat browser editor with a strawberry splat, parts selected in yellow ready to be deleted
SuperSplat runs in the browser - select stray splats (yellow) and delete to clean up anything you generate or download before it goes into the engine.

3. Where to generate splats - worlds and objects, free

You can grab ready-made splats from libraries like SuperSplat (some are free for use with a credit), but the fun part is generating exactly what you need. Two open models cover the two halves, and you can run both locally or use their free websites.

Worlds - Hunyuan World 2.0

Hunyuan World 2.0 turns a single image of a location into a full 3D world as a splat. It is released under an Apache license with all the code and checkpoints (GitHub), so a strong GPU (~24 GB VRAM) can run it locally, or just use the website for free. A single generation can take 20 minutes or more, because it also builds a clean collider for you - which is a genuinely nice bonus. The paid alternative is Marble (World Labs), which also has a free tier and exports GLB - but Hunyuan held up just as well, sometimes better.

A medieval stone courtyard generated as a 3D world splat in Hunyuan World 2.0
One image in, a full splat world out. Hunyuan generates a panorama, builds the splat scene around it, and hands you a collider too. Worlds are still camera-anchored, so artifacts grow the farther you wander from the start point.

Objects - TripoSplat

TripoSplat is the easy one for objects: it needs only ~8 GB of VRAM and is natively supported in the latest ComfyUI - install ComfyUI, search the TripoSplat template, install any missing dependencies, set the output to PLY, and go. Generations land in about a minute (the Hugging Face demo is even faster if you do not want to bother with ComfyUI). Drop the result on Unreal and it is already pretty optimized, as long as you do not push into millions of gaussians.

TripoSplat running in ComfyUI, generating a potted flower as a 3D Gaussian Splat object
TripoSplat in ComfyUI: image in, splat object out in about a minute, on just 8 GB of VRAM. Control the gaussian count to trade quality for performance.

Performance: what actually holds up

Both plugins claim millions of splats at 60 FPS, and on objects and tidy scenes it really is smooth. The honest ceiling: above ~10 million splats it is still a bottleneck, because Unreal has no streaming format for splats yet. Keep a scene under ~1 million total splats and you will usually be fine.

Two rules that keep FPS alive
  • Control the gaussian count at generation time. 32k splats can look nearly as good as 262k for an environment prop - and renders far cheaper.
  • Split big things into parts, do not make one giant splat object. NanoGS’ developer recommends this because a single huge splat will not get culled (hidden when off screen), so it is far heavier than the same content broken into pieces.
A content browser in Unreal Engine full of TripoSplat-generated splat objects - jellyfish, mushrooms, flowers, a cyberpunk car
A library of objects generated with TripoSplat, imported into Unreal. Splats are static by themselves, but they carry photoreal detail in a way classic meshes can't - and that's the magic for set dressing.

All the links

Render in Unreal Engine
Process & edit
Generate splats

New AI-3D tools that feed this kind of workflow land constantly. When they do, they go straight into the 3DGS Compare and the Arena so you can test them before you commit. For more engine workflows, see Claude Code + Unreal Engine 5 and the splats-go-playable guide.

Want to compare these tools yourself?

3D Gaussian Splats in Unreal Engine 5: Generate Worlds & Objects Free | Top 3D AI