Walhar Gohar - Unreal to Gaussian Splat - Automated COLMAP Dataset Generator

Transform any Unreal Engine scene into a Gaussian Splatting dataset — fully automated COLMAP export with zero external tools.

🔥 Convert Any Unreal Engine Scene Into a Gaussian Splat

Unreal to Gaussian Splat is the fastest, most affordable way to export production-ready COLMAP datasets directly from the Unreal Engine editor. No Movie Render Queue. No external scripts. No command-line tools. Just press a button and get a complete dataset ready for Gaussian Splatting training in Postshot, LichtFeld Studio, Nerfstudio, or any 3DGS trainer.

Sample
Join Discord
Documentation

🚀 Key Features

  • One-Click Capture — Press a single button to render all camera views and export the full COLMAP dataset (images, cameras, point cloud).

  • No Movie Render Queue — Uses Unreal's native High-Res Screenshot system, making it significantly faster than MRQ with minimal setup overhead.

  • No External Tools Required — Everything runs inside the Unreal Editor. No Python installs, no command line, no third-party software.

  • Ray-Traced Point Cloud — Generates accurate 3D point clouds by ray-tracing your actual scene geometry, avoiding random noise.

  • Flexible Camera Placement — Use BP_CapturePoint for manual placement or BP_PathSpawner to auto-distribute cameras along spline paths.

  • Fully Configurable — Resolution, focal length, cameras per location, warmup frames, and capture delay are all adjustable from the editor UI.

  • COLMAP-Ready Output — Exports cameras.txt, images.txt, points3D.txt, and the image folder, ready to drop directly into any 3DGS trainer.

🏎️ Speed Advantage: High-Res Screenshot vs Movie Render Queue

Instead of relying on Movie Render Queue (MRQ), which is designed for cinematic final-frame rendering, this plugin uses Unreal's High-Resolution Screenshot system instead:

  • Lower overhead — Captures the viewport directly without MRQ's pipeline setup.

  • Faster per-frame — No redundant warmup cycles or buffer allocations.

  • Simpler workflow — No Sequencer, no render settings, no queue management.

  • Same visual quality — Captures exactly what Lumen/Nanite renders in-editor.

For Gaussian Splatting training data, you don't need motion blur, EXR render passes, or cinematic color grading. You need clean, consistent images from known camera poses — and that's exactly what this tool delivers, faster.

🎯 Perfect For

  • Arch-viz artists converting interior/exterior scenes to Gaussian Splats.

  • Game developers creating 3DGS versions of game environments.

  • Researchers generating synthetic COLMAP datasets for neural radiance field experiments.

  • Content creators who want interactive 3D web experiences from their Unreal scenes.

  • Anyone who needs a fast, affordable UE5-to-Gaussian-Splatting pipeline.

⚠️ Important Notes

  • This is an editor-only tool for generating training datasets. It does not render Gaussian Splats at runtime.

  • The Python Editor Script Plugin must be enabled in your project (Plugin Settings → Python Editor Script Plugin → Enable).

  • Capture quality depends on your scene's rendering settings (Lumen, Nanite, lighting quality, etc.).

  • For full documentation and setup instructions, please refer to our dedicated documentation link.

Hi there Walhar,

Got your plugin and so far it looks good - quite easy to set up and use.

I have one question though that for my use-case is very important: We need to be able to tweak the MRQ settings before rendering out (for example, add DLAA, path tracer, etc.). Is this possible?

Ideally there’s a selector where you can just pick up any pre-defined ‘Movie Pipeline Primary Config’. Do you think this is feasible?

Kind regards,

Warner

Virtuality

1 Like

Oh and on another note: The link to your discord doesn’t work properly, making it difficult to contact you there.

Hi! I’d like to request help with the same topic as Warner on previous posts - I’d like to tweak some MRQ settings such as warm up frames, path tracer, etc.

Could we edit these from some any of the internal plugin/engine files at all?

Thanks.
Lautaro

@Lautaro_Vogel I found that the plugin saves a temporary Level Sequence file in /Game/U2C_Temp/MRQ/

You can use that and tweak the render settings as you wish. To make it work with splatting you’ll have to adjust the naming scheme in images.txt though.

I was wondering if you could get this to work on UE 5.8.1 for Linux (CachyOS)? The plugin loads, but the python scripts are not found by your Blueprint.

Hi @Virtuality , I’m so sorry for replying too late here, I do not get any notifications for comments here. Yes I’ll soon be adding the functionality where you can select a Movie Pipeline Primary Config file of your choice, which will essentially mean that Path tracing will also be supported. Please expect it to arrive in a week from now.

I see, okay. Can you please join and reach out via the plugin’s Discord server:

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Oh too bad of me. Users don’t have to go through all that messy process, I’ll add the config file support ASAP. You may please join the Discord Server using this link:

Sorry for the inconvenience

Hi Lautaro, sorry for my delayed response. For now its unfortunately not possible to do, but I’ll add custom config file selection support and push an update soon. Expect it to be live in around 5-7 days.

Sorry for the inconvenience

No worries.. same thing has happened to me :slight_smile: