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LDraw Brick Model Generator UE 5.6‐5.8 User Guide

zxwzxw edited this page Aug 14, 2026 · 1 revision

LDraw Brick Model Generator UE 5.6-5.8 User Guide

This guide is written for first-time users. Follow the quick path once, then return to the advanced settings only when you need them.

1. What The Plugin Does

The plugin has two main workflows:

  • Open an existing .ldr or .mpd model file.
  • Convert a selected Static Mesh Actor in an Unreal level into a brick-style model.

The plugin includes 131 bundled LDraw Core part meshes. Files that use only those parts can be imported immediately. If a file uses additional designs, configure an LDraw complete.zip or another LDraw-compatible library in Project Settings; missing parts are converted and cached on demand.

2. Enable The Plugin

  1. Open a UE 5.6, 5.7, or 5.8 project.
  2. Choose Edit > Plugins.
  3. Search for LDraw Brick Model Generator.
  4. Enable the plugin.
  5. Restart Unreal Editor when prompted.

After restart, the plugin buttons appear in the Level Editor toolbar.

3. Easiest Path: Import An .ldr Or .mpd

  1. Click Open LDraw in the top toolbar.
  2. Choose an .ldr or .mpd file.
  3. Wait for the import to finish.
  4. The imported LDraw Model Actor is selected automatically.
  5. If the source file changes, select that actor and click Reimport LDraw.

The first import can take longer when missing parts must be converted into UE Static Mesh assets. Later imports are usually faster because cached parts are reused.

4. Easiest Path: Convert A Static Mesh

  1. Place a Static Mesh Actor in the level.
  2. Select that actor.
  3. Click Create Brick Model in the top toolbar.
  4. A translucent preview appears in the level and the Brick Generation Preview panel opens.
  5. If you are unsure, keep the defaults.
  6. Click Generate Brick Model.
  7. The plugin saves the result as a Blueprint by default and replaces the temporary actor with the Blueprint instance.

If an error says no valid Static Mesh was selected, make sure you selected a Static Mesh Actor in the level, not an asset in the Content Browser.

5. Key Settings In Brick Generation Preview

The preview panel now shows only the most useful settings:

Setting Beginner Recommendation
Model Resolution (Studs) Main detail control. Start with 32; higher values add detail and cost more time.
Part Family Choose the output type. Brick is thicker, Plate is thinner, and Tile has a smoother top.
Use Source Colors Keep enabled for the first try.
Fallback Color Used when source colors are disabled or unavailable.
Maximum Brick Length Longest allowed part. The default is usually fine; smaller values create more pieces.
Add Internal Supports Adds support under floating layers. Keep enabled for the first try.

The final model is created only after you click Generate Brick Model. Closing or canceling the preview removes the temporary preview and restores the original Static Mesh.

6. Using The Details Panel

Details panels are simplified by default.

Generated model actors mainly show:

  • Source Mesh
  • Model Resolution (Studs)
  • Part Family
  • Use Source Colors
  • Fallback Color
  • Maximum Brick Length
  • Add Internal Supports
  • Generation Message
  • Common action buttons such as Generate Brick Model and Clear Brick Model

Imported LDraw Model Actor instances mainly show:

  • Model Scale
  • Center Model
  • Place On Ground
  • Import Message
  • Animation preset, preview duration, and Build Animation Progress under LDraw > Animation
  • Preview Build Animation and Show Complete Model

Open advanced Details only when using the Custom preset to tune Duration, Drop Height, Scatter, and Stagger. The legacy time-mode toggle, step interval, per-step animation limit, and Previous / Next / Stop buttons are hidden from Details; old assets and Blueprint APIs remain compatible.

7. Play An Imported LDR Build With Level Sequence

An imported LDR model uses Static Mesh instances, not a Skeletal Mesh, so do not create a skeletal Animation Sequence. Use an Unreal Level Sequence and key only Build Animation Progress: 0 at the start and 1 at completion.

7.1 Confirm That The LDR Contains Build Steps

The plugin reads 0 STEP and 0 ROTSTEP records. After import, select the LDraw Model Actor, open advanced Details, and check Step Count under LDraw > Result:

  • Greater than 1: the model can play as a multi-step build.
  • Equal to 1: the whole model appears in one step. Add 0 STEP or 0 ROTSTEP separators to the source and click Reimport LDraw.

7.2 Configure The Imported Actor

  1. Import an .ldr or .mpd with Open LDraw, then wait for auto-save and actor replacement.
  2. Select the final LDraw Model Actor or saved Blueprint instance.
  3. Under LDraw > Animation, enable Animate Build Steps and choose an Animation Preset.
  4. For a quick Details preview, set Preview Duration and click Preview Build Animation.
  5. Click Show Complete Model to restore the completed model immediately.

Preview Duration affects only the Details preview button, not Level Sequence timing. Sequencer does not require a separate mode toggle or a preview first.

7.3 Create And Configure The Level Sequence

  1. Choose Cinematics > Add Level Sequence, then create and save a Level Sequence.
  2. Drag the LDraw actor from the Outliner into Sequencer, or use + Track > Actor to Sequencer.
  3. Click + Track beside the actor, search for Build Animation Progress, and add the property track.
  4. At the first frame, set the value to 0.0 and add the first key.
  5. Move the playhead to the frame where the build should finish, set the value to 1.0, and add the second key.
  6. Select both keys and set interpolation to Linear.
  7. Return to the start and press Play. Paused forward or backward scrubbing updates the model immediately.

“Where the build should finish” means the desired completion frame on the Sequencer timeline. At 30 fps, use frame 150 for a five-second build or frame 300 for a ten-second build; the final property value is 1.0 in both cases.

The distance between the two keys determines the actual duration. The property value always travels from 0.0 to 1.0. Extend the Level Sequence after the final key when you want a hold on the completed model.

7.4 Play In A Game Or Render Video

  • Editor preview: press Play in Sequencer.
  • Automatic game playback: select the LevelSequenceActor and enable Auto Play.
  • Blueprint trigger: get the Level Sequence Player and call Play; do not also click Preview Build Animation.
  • Video output: render the Level Sequence with Movie Render Queue and leave a completed-model hold after the final key.

7.5 Sequencer Troubleshooting

The complete model appears all at once:

  • Check Step Count. A value of 1 means the source has no effective multi-step sections.

Build Animation Progress is not available:

  • Add the imported LDraw actor, not a source Static Mesh asset.
  • Confirm that Animate Build Steps is enabled and search for the complete property name in + Track.
  • For a Level Sequence created with an older plugin, remove the old Sequencer Animation Time track and add the new progress track. The old track remains supported for compatibility.

The model is already complete on the first frame:

  • Confirm that the first key is 0.0 and return the playhead to the sequence start.
  • If needed, click Show Complete Model, then return to the first frame.

The speed or finish time is incorrect:

  • Confirm that the final key is 1.0 and use Linear interpolation.
  • Preview Duration does not affect Sequencer; the distance between the two keys defines the shot duration.

Large models do not play smoothly:

  • Put fewer parts in each source step, or add more 0 STEP separators to the LDR.

8. Blueprint Auto-Save

New generated or imported models are saved as Blueprint Actors by default. This makes them easier to reuse, move between levels, and include in packaged projects.

Settings location:

Project Settings > Plugins > LDraw Brick Model Generator > Blueprint Output

Common options:

  • Auto Save Blueprint: automatically save new results.
  • Blueprint Output Path: choose the project Content folder for Blueprint assets.
  • Replace Level Actor: replace the temporary actor with the saved Blueprint instance.
  • Open Blueprint After Manual Save: open the Blueprint editor after a manual toolbar save.

9. LDraw Library Settings

Open:

Project Settings > Plugins > LDraw Brick Model Generator

Common options:

  • Official Library (complete.zip): official LDraw complete library archive.
  • Studio LDraw Library: optional Studio LDraw folder.
  • Additional Overlay Libraries: extra library folders.
  • Auto Detect Libraries: search common install locations automatically.
  • Asset Cache Path: Content folder for converted part meshes.
  • Force Rebuild Cached Parts: use only while troubleshooting cache issues.

The bundled 131 Core parts work without an external library. You need an external library only when importing files that reference additional designs.

10. Troubleshooting

Toolbar buttons are missing:

  • Confirm that the plugin is enabled.
  • Restart Unreal Editor.
  • Make sure the Level Editor is active.

Imported model has missing parts:

  • Configure an LDraw complete.zip.
  • Or configure an LDraw-compatible library folder.
  • Select the actor and click Reimport LDraw.

Generated model is too blocky:

  • Increase Model Resolution (Studs).
  • Try 32, then 48, then 64.

Generation is slow:

  • Lower Model Resolution (Studs).
  • Use a lower-triangle Static Mesh.
  • Keep advanced settings at their defaults.

Colors look wrong:

  • Enable Use Source Colors.
  • If the source has no usable colors, set Fallback Color.

Parts appear unsupported or floating:

  • Enable Add Internal Supports.
  • Try a lower resolution and generate again.

11. Beginner Advice

For the first test, change only Model Resolution (Studs).

Recommended flow:

  1. Start with the default 32.
  2. Try 48 if you need more detail.
  3. Try 64 only after the first two tests work.
  4. Open advanced settings only when you know what you want to tune.

Most users do not need to edit materials, voxel thresholds, optimization weights, Sequencer settings, or export paths during the first workflow.