C++ and Blueprint-friendly Unreal Engine plugins for gameplay systems, runtime tools, capture workflows, and editor extensions.
Showing 15 code plugins

Author skeletal mesh morph targets with sculpt brushes, reference fitting, landmarks and painted masks, directly in Unreal Editor.

Generate motion, shape trajectories and contacts, then export native animation sequences. Explore buffered runtime generation with an offline fallback in the example project.
Build a fully customized and texture based Minimap, Map and Navigation System for your next big title.
Asynchronously Import FBX files in your Unreal projects, in runtime
Trim hidden body and inner garment triangles, build runtime outfits, and restore the original meshes through Blueprint nodes.

A level blockout toolkit with procedural greybox shapes, editor placement tools, measurements, copy/instance workflows, and spline-based layout helpers.

An editor workflow for ElevenLabs voice generation with Studio, Quick TTS, voice design, SoundWave saving, credit monitoring, and face-animation tools.
Online text and image-to-3D plus local TRELLIS.2 image-to-3D, with task history, mesh previews, material import and placement inside Unreal Editor.
An Unreal Engine runtime database plugin package with selectable PostgreSQL, MySQL/MariaDB, and Microsoft SQL Server integrations.

Code plugin preview: configure artwork, grids and puzzle rules through exposed settings and Blueprints.

Capture screenshots and video-style output from your project with camera-focused controls.

Create trees, palms, shrubs and grasses with editable graphs, live previews, hand shaping, reusable variables and complete-plant mesh export.

Convert a sculpted wig or hair-card mesh into a Groom asset, bind it to a skeletal / MetaHuman face, and preview, style, and hand-groom it in a standalone editor - no Alembic cache required.
Surface-following ivy and roots, free-space curling tendrils, reusable presets, leaf wind and cached growth playback.
Create procedural asteroids with layered noise, craters and mesh deformers. Reuse saved shape recipes in seeded fields, rings and spline trails, then export finished asteroids as static meshes.