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Seele Art Unreal

An Unreal Engine Editor plugin for importing validated 3D asset transfers from Seele Web into a developer's local project.

Unreal Engine 5.5 and 5.8 Beta 0.2.0 Windows and Win64

Try Seele · Quick start · Transfer contract

FBX, GLB, glTF, and OBJ models and textures arrive through a local browser-to-editor bridge rather than a packaged-game runtime.

Early development. The current plugin is suitable for local evaluation and integration work, not yet for production projects or a Fab release.

Seele Web sends a validated transfer through a local bridge into an Unreal project

Why Seele Art Unreal?

  • Keep the import in your project. Imported assets are written under /Game/Seele/<asset-id> and the plugin adds no runtime dependency to packaged games.
  • Use a narrow local bridge. The Editor listens only on 127.0.0.1:9877; the browser sends a ready-to-import manifest, not a Seele Web login token.
  • Validate before import. Trusted origins, transfer identity and expiry, HTTPS URLs, safe relative paths, optional sizes, and SHA-256 payload digests are checked before Unreal imports files.
  • Start with a practical 3D path. The importer supports FBX, GLB, glTF, and OBJ, brings in textures first, and places an imported static mesh in the active editor level when available.

Requirements

  • Windows
  • Unreal Engine 5.5 or 5.8
  • An Unreal project with the C++ build toolchain needed to compile a source plugin
  • A Seele Web transfer that follows unreal-transfer.v1

Quick start: source install

Use this method when you want the plugin source in your project. For a prebuilt package, see Install from a GitHub Release. Use a Windows Unreal Engine 5.5 or 5.8 project that can build C++ plugins.

  1. Close the Unreal Editor for the target project.
  2. Clone the repository directly into its Plugins/SeeleArtUnreal directory:
git clone https://github.com/SeeleAI/Seele-art-unreal.git <YourProject>/Plugins/SeeleArtUnreal
  1. Right-click the .uproject file and choose Generate Visual Studio project files, then build the <YourProject>Editor target (or reopen the project and accept Unreal's compile prompt).
  2. Open the project and confirm Seele Art Unreal is enabled under Edit → Plugins. Restart the Editor if Unreal requests it.
  3. In a Seele Web workflow that supports Unreal transfer, send a ready 3D asset transfer while this project is open.

Install from a GitHub Release

The v0.2.0 Beta release contains separately built Win64 ZIP files for UE 5.5 and UE 5.8.

  1. Download the ZIP whose engine label exactly matches the target project.
  2. Optionally verify it against the adjacent .sha256 file.
  3. Close Unreal and extract the archive into <YourProject>/Plugins/ so the descriptor ends up at <YourProject>/Plugins/SeeleArtUnreal/SeeleArtUnreal.uplugin.
  4. Reopen the project. If Unreal asks to rebuild, allow it, then enable Seele Art Unreal under Edit → Plugins and restart if requested.

Do not mix the UE 5.5 and UE 5.8 packages in the same project. The release packages are Editor-only and target Windows/Win64.

How a user imports an asset

The current version is driven by the supported Seele Web transfer flow; it does not add a standalone asset picker or a browser sign-in window to Unreal.

  1. Keep the target project open in the Unreal Editor.
  2. Seele Web sends a READY transfer to the local bridge at http://127.0.0.1:9877/import-transfer.
  3. The plugin validates the manifest, downloads its HTTPS payloads to the project's private staging area, and verifies supplied sizes and SHA-256 digests.
  4. Textures and the model appear under /Game/Seele/<asset-id>; an available static mesh is placed in the active editor world.

The full manifest shape, allowed file types, payload limits, and security boundary are in the transfer contract.

Visuals

The diagram above documents the verified transfer path. This repository does not include test-capture media. For a Fab listing, use accurate current screenshots of the imported asset and Content Browser result; a short browser- to-Editor recording is optional.

Compatibility and validation

Unreal Engine Platform Validation
5.5 Windows Clean Win64 package install, real HTTPS FBX + JPEG import, and existing-destination protection passed
5.8 Windows Clean Win64 package install, real HTTPS FBX + JPEG import, and existing-destination protection passed

Supported transfer inputs currently include one FBX, GLB, glTF, or OBJ model plus optional PNG, JPG/JPEG, TGA, EXR, or HDR texture files and format-specific sidecar dependencies. The import layer is Editor-only.

Security model

The plugin does not store Seele Web credentials. It accepts a ready transfer only from an allowed origin, rejects unknown hosted origins by default, requires HTTPS download URLs, and enforces file/aggregate size limits before import. The transfer contract requires any diagnostic logging to redact URL query strings and userinfo.

For protocol-level integration details, see Unreal Transfer v1.

Fab readiness roadmap

The current milestone proves local transfer, download validation, and basic import. The source and release package work is ready for a Fab draft. Before submission, prepare accurate listing media and complete the seller-selected listing details. Automatic semantic material mapping remains a beta limitation.

Releases

GitHub Releases are the public record for release notes, source revisions, checksums, and engine-specific binary packages. v0.2.0 is a Beta Release with engine-specific Win64 packages; it is not a Fab approval or a production-readiness claim.

Contributing and support

Bug reports and integration feedback are welcome through GitHub Issues. Please include your Unreal version, plugin revision, the transfer result, and a redacted Editor log excerpt—never credentials or signed URLs.

License

MIT © 2026 SeeleAI.

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Unreal Engine 5 Editor plugin for importing validated Seele Web FBX and texture transfers into local projects.

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