RapidPipeline for Unreal Engine
An introduction on how to use the RapidPipeline Unreal Engine Plugin coming with powerful 3D Processor Features.
Unreal Engine Actions Guides
In the following you can find guides going through the usage of each RapidPipeline Action within the Unreal Engine Plugin:
Basic Usage
An introduction on how to use the RapidPipeline Unreal Engine plugin coming with powerful 3D Processor Features.
The RapidPipeline Unreal Engine Integration is not released yet. It will be released at upcoming Siggraph 2025.
Basic Usage
For installation instructions please refer to the RapidPipeline for Unreal Engine Reference Docs
.
All Operations above are powered by the Actions
Feature.
Unreal Engine Actions Guides
RapidPipeline Actions
are now available together with the new integrations.
In the following you can find guides going through the usage of each RapidPipeline Action within the Unreal Engine plugin:
Import CAD Format
This tutorial contains these key points: |
---|
✔️ Use the Unreal Engine Plugin |
✔️ Select a part |
✔️ Run "Import CAD Format" Action |
✔️ Examine the results |
This tutorial shows how use the RapidPipeline Processor Plugin in Unreal Engine to import a 3D or CAD model.
It walks you through the use of the Import 3D or CAD file Option, focusing on the Import CAD Format Action, and explains the available import options.
The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.
As an example model see below a coffee machine model, in SolidWorks Part format (.SLDPRT), can be easily imported into Unreal Engine with the RapidPipeline Plugin. During this process, the model gets automatically tessellated, see a preview of this process below:
The example asset in this tutorial is based on a Coffee Machine model by bob-640, sourced from GrabCAD, solely used for documentation purposes and in accordance with GrabCAD’s Terms of Use.
The coffee machine original model (in SolidWorks).
The coffee machine model inside Unreal Engine.
Import CAD Format Action
Here are the steps to achieve the same result as seen in the preview above.
First step is to make sure the RapidPipeline Processor Integration for Unreal Engine is installed and ready to use.
Enable the Plugin inside the Plugin Browser (under Edit / Plugins)
Open the Plugin Window by selecting RapidPipeline in the Window drop-down menu.
Select the Action Import 3D or CAD file.
Select your model in the file explorer.
Inside the pop-up Import Action options window, select Import CAD Format.
Press the Import button.
Plugin in the Plugin Browser.
The RapidPipeline plugin option in the Window drop-down menu.
Location of the Import 3D or CAD file in the Plugin window.
The pop-up window with Import Action options.
This will import your CAD model with default values. However, there are different settings you can tweak to fix common CAD-related issues during import, or even already perform optimization during the import step, like:
- Tessellation Resolution: Tessellation resolution for imported CAD surfaces.
- CAD Sewing Tolerance: Tolerance for the sewing operation on the b-reps before tessellation.
- Remove T-Junction: Attempts to remove T-Junctions after CAD tessellation (experimental).
- Convert Z- to Y-Up: Turns rotation to z-axis pointing upwards on/off
- Fix Winding Order: Automatically fip the winding order of triangles or parts (mesh lumps).
- Remove Invisible Parts: Removes occluded (invisible) triangles.
- Face Target: Sets a Face Target for the Decimation Operation.
Examine the Results
To properly analyze the results, enable Wireframe from the Viewport Shading Mode menu. This will display the mesh topology in the viewport. The outputs when selecting Tessellation Resolution fine and coarse are displayed in the picture below, where the face-count differences are remarkable.
"Wireframe” option in the Viewport Shading Mode drop-down menu.

The imported model with tessellation resolution “fine” and “coarse”.
Next Steps
To fix winding order, normal or topology issues in your model, try the Cleanup Mesh action!
Cleanup Mesh
This tutorial contains these key points: |
---|
✔️ Use the Unreal Engine Plugin |
✔️ Select a part |
✔️ Run an Action |
✔️ Examine the results |
This tutorial shows how use the RapidPipeline Processor Plugin in Unreal Engine to clean up model´s geometry and fix frequent mesh issues. This page will guide you through the use of the Action Clean Up Mesh with a CAD model example with faulty normals/winding order.
The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.
See below an overview of the performed fixes during this tutorial: the normals and winding order of the mesh, wrong in the original file, have been fixed in the output.
The example asset in this tutorial is based on 'Gusto - electric sports car concept' by Mikko Hörkkö, sourced from GrabCAD and solely used for documentation purposes in accordance with GrabCAD’s Terms of Use.
Input with wrong Winding Order.
Output with correct Winding Order.
Clean Up Mesh Action
- First step is to make sure the RapidPipeline Processor Plugin for Unreal Engine is installed and ready to use.
- Enable the Plugin inside the Plugin Browser (under Edit / Plugins)
- Open the Plugin Window by selecting RapidPipeline in the Window drop-down menu.
- Select the faulty meshes by clicking on it in the Viewport, all the model, or do not select anything (all the scene will be processed).
- Inside the Plugin window, choose the Action Clean Up Mesh.
- Enable Fix Winding Order in the Action´s settings.
- Press the Run button.
Plugin in the Plugin Browser.
The RapidPipeline plugin option in the Window drop-down menu.
The Clean Up Mesh action opened in the plugin .
These settings are optimal for this model, as it has wrong winding order. For other models with faulty mesh normals, the setting Fix Winding Order will not be needed. In that case, simple use Recompute Input Normals. The angle at which recomputed normals will be considered “hard” is controlled with the Normal Hard Angle Threshold setting.
Examine the Results
To inspect the winding order fix in Unreal Engine, select the option Normals from the Mesh Components section in the Show Dropdown (eye icon). You’ll see small lines representing vertex normals and tangents on the mesh surface. You can follow the same steps for the input and the output model to examine the winding order fix closely.
The ”Show” Dropdown.
The ”Normals” option within the ”Show” Dropdown.
Next Steps
To optimize your model further, try the Remove Occluded Parts action!
Decimate and Bake Atlas
This tutorial contains these key points: |
---|
✔️ Use the Unreal Engine Plugin |
✔️ Select a part |
✔️ Run "Decimate and Bake Atlas" Action |
✔️ Examine the results |
This tutorial shows how use the RapidPipeline Processor Plugin in Unreal Engine to simplify the geometry of a model with decimation and bake the material and texture information into a new UV atlas. For more information see the Unreal Engine Plugin Documentation.
The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.
The asset used in this tutorial is the "Belz's RTFKT Challenge" (https://skfb.ly/6VnPP) by Belzar Sirus is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
The shoe input model.
The shoe after the optimization (baked).
Decimate and Bake Atlas Action
- First step is to make sure the RapidPipeline Processor Plugin for Unreal Engine is installed and ready to use.
- Enable the Plugin inside the Plugin Browser (under Edit / Plugins)
- Open the Plugin Window by selecting RapidPipeline in the Window drop-down menu.
- Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
- Select the model you want to optimize (if no selection is made, the whole scene will be processed).
- Inside the Plugin window, choose the Action Decimate and Bake Atlas.
- Press the Run button.
Please note that by default decimation actions have a deviation target
set. If set, the face target acts as an additional cap for the maximum allowed face count and not as a forced target. If you want to reach the exact specfiied face target, deviation target must be set to 0.
Plugin in the Plugin Browser.
The RapidPipeline plugin option in the Window drop-down menu.
The Decimate and Bake Atlas Action opened in the Plugin.
Examine the Results
To properly analyze the topology of your models, enable Wireframe from the Viewport Shading Mode menu. This will display the mesh topology in the viewport.
Furthermore, you can compare the materials and texture count of input and output locating them in the Content Browser. Alternatively, it is also possible to see the material graphs by opening the Material Editor.
Textures from input model .
Textures from output model .
Next Steps
Learn more about importing files with the Import 3D and CAD files Actions!
Remesh and Bake Holes
This tutorial contains these key points: |
---|
✔️ Use the Unreal Engine Plugin |
✔️ Select a part |
✔️ Run "Remesh and Bake Holes" Action |
✔️ Examine the results |
This tutorial shows how use the RapidPipeline Processor Plugin in Unreal Engine to simplify a 3D model. It walks through the use of the Remesh & Bake Holes Action , and explains how to use it for closing holes and baking them into Alpha information. For more information see the Unreal Engine Plugin Documentation.
The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.
The asset used in this tutorial is a high-resolution wicker sofa model available free here from Sketchfab. Credits: "wicker sofa" (https://skfb.ly/prBJM) by Md Imamul Hasan is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
The wicker sofa input model.
The wicker sofa after processing the wicker.
Here is a preview of the processing´s output: the original wicker (top) is 811,008 triangles, and the output wicker (bottom) is 10,476 triangles.
The wicker has been remeshed, and textures were baked including an alpha map for the holes.
The remeshed wicker sofa (upper left), baked color (upper right), baked alpha (lower left), and baked normal (lower right).
Remesh and Bake Holes Action
- First step is to make sure the RapidPipeline Processor Plugin for Unreal Engine is installed and ready to use.
- Enable the Plugin inside the Plugin Browser (under Edit / Plugins)
- Open the Plugin Window by selecting RapidPipeline in the Window drop-down menu.
- Select the wicker mesh by clicking on it in the Viewport.
- Inside the Plugin window, choose the Action Remesh and Bake Holes.
- Press the Run button.
Plugin in the Plugin Browser.
The RapidPipeline plugin option in the Window drop-down menu.
The Remesh and Bake Holes Action opened in the Plugin.
Examine the Results
To see the difference in the mesh and inspect the holes-closure even closer, select apply a default plain material to both your models (input and output), and optionally select the Unlit Shading option.
The Input with a plain material and “Unlit” option.
The output with a plain material and “Unlit” option.
Next Steps
To optimize the cushions, try the Decimate and Bake Atlas action!
Remesh and Bake Decals
This tutorial contains these key points: |
---|
✔️ Use the Unreal Engine Plugin |
✔️ Select a part |
✔️ Run "Remesh and Bake Decals" Action |
✔️ Examine the results |
This tutorial shows how use the RapidPipeline Processor Plugin in Unreal Engine to simplify a model by generating a simple, clean mesh and bake details such as graphic images and logos into textures using the Remesh and Bake Decals Action. This optimization method is optimal for assets like apparel with seams or prints. For more information see the Unreal Engine Plugin Documentation.
The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.
The example asset used in this tutorial has been created and modified by DGG.
The t-shirt input model.
The t-shirt after the optimization, remeshed and baked.
Here is a preview of the processing´s output: the input t-shirt (top) has 32 nodes and 700k faces, and the output (bottom), 1 node and 8k faces.
The fabric, trims, seams and prints have been remeshed into a single mesh, and the details have been baked into texture maps.
Remesh and Bake Decals Action
- First step is to make sure the RapidPipeline Processor Plugin for Unreal Engine is installed and ready to use.
- Enable the Plugin inside the Plugin Browser (under Edit / Plugins)
- Open the Plugin Window by selecting RapidPipeline in the Window drop-down menu.
- Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
- Select the model you want to optimize (if no selection is made, the whole scene will be processed).
- Inside the Plugin window, choose the Action Remesh and Bake Decals.
- Press the Run button.
Plugin in the Plugin Browser.
The RapidPipeline plugin option in the Window drop-down menu.
The Remesh and Bake Decals Action opened in the Plugin.
Examine the Results
To compare the shading of input and output simply inspect the models in the Unreal Engine viewport, using the standard Lit shading mode.
“Lit” mode in the Viewport Shading Mode menu.
To see the difference in the node hierarchy between input and output, use the World Outliner (usually on the right side of the screen), which lists all actors currently in your level along with their parent-child relationships.
Node hierarchy of Input.
Node hierarchy of Output.
Finally, to fully check the topology optimization by enabling Wireframe from the Viewport Shading Mode menu, so you can see a wireframe view of your models.
The Input with enabled “Wireframe”.
The Output with enabled “Wireframe”.
Next Steps
Learn how to optimize assets with the Decimate and Bake Action!
Remove Occluded Parts
This tutorial contains these key points: |
---|
✔️ Use the Unreal Engine Plugin |
✔️ Select a part |
✔️ Run "Remove Occluded Parts" Action |
✔️ Examine the results |
This tutorial shows how to use the RapidPipeline Processor Plugin in Unreal Engine to clean up occluded geometry for more light-weight models with the Remove Occluded Parts
action. For more information, see the Unreal Engine Plugin Documentation.
The Plugin runs on a powerful 3D data optimization and automation toolset, more about it here: 3D Processor Reference.
This microwave includes geometry that cannot be seen from the outside. Like in real microwaves, the inner geometry illustrates the technical details like cables and intricate parts.
This can be important for use cases with wireframes or technical renders.
However, it can also be unnecessary and influence performance. Let’s take a look at how to eliminate unnecessary geometry.
The example asset used in this tutorial has been created and is owned by DGG.
Remove Occluded Parts Action
- First step is to make sure the RapidPipeline Processor Plugin for Unreal Engine is installed and ready to use.
- Enable the Plugin inside the Plugin Browser (under Edit / Plugins)
- Open the Plugin Window by selecting RapidPipeline in the Window drop-down menu.
- Select the meshes to be processed by selecting them in the Viewport (if you don’t select anything the whole scene will be processed).
- Inside the Plugin window, choose the Action Remove Occluded Parts.
- If you also want to remove meshes behind transparent surfaces, like the pizza behind the glass in the microwave, enable Ignore Transparency.
- Press the Run button.
Plugin in the Plugin Browser.
The RapidPipeline plugin option in the Window drop-down menu.
Input with occluded geometry.
Output without occluded geometry.
This microwave has a window that has a transparent material. RapidPipeline identifies the meshes with transparent materials and ignores the occluded parts that are behind that object.
However, the plugin can also ignore the transparent mesh and remove the objects behind it, just make sure to check “Ignore Transparency” in the settings.
Input with occluded geometry behind a transparent mesh (window).
Output with” Ignore Transparency” and without occluded geometry behind the transparent parts.
Examine the Results
To properly analyze the results, enable Wireframe from the Viewport Shading Mode menu. This will display the mesh topology in the viewport.
"Wireframe” option in the Viewport Shading Mode drop-down menu.
Wireframe view of the output (occluded parts removed).
Next Steps
Learn how to optimize models with intricate geometry, like wicker, with our Remesh and Bake Holes Action in Unreal Engine!