LiSplat Unreal SDK FAQ
1. The import succeeded, but no data is visible. What should I check?
- Select the LiSplatActor and check that Splat Asset points to the imported data.
- Enable viewport Realtime and click Center in Viewport to bring the data into view.
- When using Remote Desktop, click Stats to force data loading and check whether it appears.
- Check whether height filtering, clipping volumes, section planes or opacity settings hide the data. If it is still missing, inspect the import or runtime log.
See Quick Start.
2. Why cannot I import a LiSplat file?
The file must be exported from LiDAR360MLS V8.2 or later. Check that the export is complete. Re-export it with a supported version, then import it again. See Import Data.
3. The image is too dark or the colors look wrong. What should I adjust?
Set Light Mode to UnLit first to check the data's original colors. For Lit, add a light Actor and adjust its intensity, direction and Lighting Scale. If the light has no effect, check that the lighting channels match. Use Color Adjustment for overall brightness. See Rendering Adjustments.
4. How can I reduce blur or brief pauses during movement?
Try Full Rendering with a suitable maximum point count. If the hardware load is too high, disable Full Rendering and reduce the rendering point count, output resolution or lighting complexity. Change one setting at a time and compare the same area. See Performance Optimization.
5. The character falls through the floor with collision enabled. What should I check?
Show the loaded collision and confirm generation or import has finished and the collision matches the floor. Check Enable Collision and place Player Start above the floor before running again. See Collision.
6. What is the difference between Save and Save As?
Save persists soft-deletion and color-adjustment edits in the current Gaussian asset. Soft deletion does not physically remove the original points. Save As outputs a separate Gaussian PLY file containing crop, deletion, color-adjustment, clipping-volume and section-plane edits. Both are on the Edit page. See Save and Save As.
7. The headset only shows the desktop or a flat window. What should I check?
Check the headset's PC streaming connection and start the required VR runtime. Enter the scene through the SDK's VR Preview or an exported VR application. For connection and streaming steps, see the PICO 4 Ultra PC Streaming Guide.
8. Can a Blueprint project export a VR EXE?
Yes. The SDK's Export VR EXE supports both Blueprint and C++ projects. For ordinary Windows project packaging, use a C++ project and follow Project Packaging. See Export a VR EXE for VR export.
9. VR export fails. What should I check first?
For VR EXE export, please use LiSplat Actors that have not been edited. Editing does not directly modify the data in the model file, so the current export does not include those edits. If edit content is detected, use Save As to export the edited result, re-import it and replace the original Actor. Export using the new, unedited Actor. Stop Play or preview, wait for collision loading to finish, and choose a writable output folder with enough free space. If export still fails, inspect the Output Log. See VR Preview and Export.
10. The packaged application starts, but the scene is missing. What should I check?
Check Game Default Map and the Splat Asset assigned to the LiSplatActor. Confirm that the Actor has not been edited, the model file is in the project's Content folder, and its LOD and collision data are present in Content\LiDarGs. Add one entry to each additional-directory setting and use the folder picker to select the project's Content\LiDarGs folder. Clear Use Pak File and Use Io Store. See Project Packaging.
11. How do I replace an existing plugin?
Back up the project and close Unreal Engine and Visual Studio. Replace the old plugin folder under the project's Plugins directory with the new LiSplatUnrealSDK folder. Blueprint projects can then be reopened directly.
For a C++ project, also complete these steps:
- Delete the
Intermediate,SavedandBinariesfolders from the project root. - Right-click the project's
.uprojectfile and select Generate Visual Studio project files to regenerate theIntermediatefolder and.slnfile. - Open the
.slnfile, build the project, then reopen it in Unreal Engine. Required folders such asBinariesandSavedare recreated during building and running.
12. What information should I provide if the problem remains unresolved?
Provide the steps to reproduce the problem, screenshots of the error, relevant logs, data format and computer specifications. State whether it occurs in the editor, preview or exported application. Project logs are usually available under Saved/Logs.
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