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FragmentsUnreal 1.0.0
The first open-source release of FragmentsUnreal: stream That Open Fragments (.frag) BIM models into Unreal Engine and keep every floor, category and property.
Precompiled downloads (Win64)
Each zip holds the plugin built for one engine version: editor binaries, plus the precompiled runtime for packaged games (Development and Shipping). Blueprint-only projects can use it without building C++.
| Engine | Download |
|---|---|
| UE 5.4 | FragmentsUnreal-1.0.0-UE5.4-Win64.zip |
| UE 5.5 | FragmentsUnreal-1.0.0-UE5.5-Win64.zip |
| UE 5.6 | FragmentsUnreal-1.0.0-UE5.6-Win64.zip |
| UE 5.7 | FragmentsUnreal-1.0.0-UE5.7-Win64.zip |
| UE 5.8 | FragmentsUnreal-1.0.0-UE5.8-Win64.zip |
Install: unzip into [YourProject]/Plugins/ so the path is Plugins/FragmentsUnreal/FragmentsUnreal.uplugin, open the project, and enable FragmentsUnreal in Edit > Plugins. Pick the zip that matches your engine version: a build for one version won't load in another.
SHA256SUMS.txt lists the checksum of each zip. To build from source instead, follow the getting started guide.
What's in 1.0.0
- Fragments
.fragimport for OpenBIM/IFC workflows, at runtime and in the editor. - Asynchronous, chunked, shell-first streaming with continuous view-driven LOD: each model moves between its LOD2 proxy, LOD1 merged cells and LOD0 instances by screen-space error.
- Metadata queries, selection, floor and category visibility, and diagnostics, all exposed to Blueprint.
- Editor streaming through the same LOD path as runtime, with undo/redo for material and placement edits and live placement fields in the Fragments panel.
- Builds without a shared precompiled header, so Blueprint-only projects can package a game with the plugin (#7).
The full list, including the removed pre-release activation API, is in CHANGELOG.md.
Licensed under Apache 2.0. Docs: https://www.fragmentsunreal.dev/docs/