Loading Gaussian Splats edited with SuperSplat into Unreal Engine 5

Hello, I’d like to start this post by saying that it’s something of a follow-up to an existing discussion

One of the first replies mentions that a checkbox marked as “Load all PLY data” should be checked when importing the PLY file into Super Splat. The issue is that whenever I import a PLY file created with Brush, I never see any checkbox. Clicking on Import PLY opens up a file explorer window, and selecting the file loads it right into the editor. Am I doing something wrong? Is there a different way to access the “Load all PLY data” setting?

@slimbuck

This was a legacy option that has since been removed and we always load all PLY data.

TBH I don’t know anything about the unreal plugin and the data it expects, but if you can provide me a PLY that works and the same file saved by supersplat editor that doesn’t, I can take a look.

Also I would encourage you to ask the developers of the unreal plugin about this. We are certainly happy to help support things they need within reason, but it’s not really our job to figure out what that is.

Thank you for your reply!

I thought that this option might be the cause of my problems, but if it’s now switched on by default then it must be something else. I tried two Unreal plugins for it- LumaAI, and XVerse. In Luma when a splat is exported out of Brush, and then edited in Super Splat, it turns into a sphere of colors


With the other plugin, I get the error message ‘Ply properties header format invalid, pls check it first’.

I think the issue is related to compatibility between the PLY formatting of splats created in Brush and the formats readable by the plugins. I initially though it might be related to the editor, since the thread I found before mentioned the same error.

I wouldn’t want to take any more of your time for this, but I though it might be worth if I describe the issue in a bit more detail in case someone has a similar issue with Brush splats and finds this post.

1 Like