Integrations

Hydrilla for Unreal Engine

Generate 3D models and bring them into Unreal Editor. A Python editor plugin runs generation from the toolbar, and it receives models you send from Studio over the Bridge.

For level artists and previs teams working in Unreal, the plugin removes the round trip between a browser and the Content Browser. Generated assets arrive where Unreal expects them, ready to place, light, and test in the level you are building.

Install

The plugin runs on Unreal's built-in Python support, so the first step is to switch that on.

  1. Enable the Python Editor Script Plugin in Unreal, then restart the editor.
  2. Unzip the download and place its Hydrilla folder in Content/Python or Plugins.
  3. Open the Hydrilla actions from the editor toolbar.
  4. Set your API key there, or switch on the Bridge listener.

Generate from the editor

Run a job from the Hydrilla toolbar with your own brief. GLB files land in Content/Hydrilla, where the glTF importer turns them into assets you can place, light, and test. From there they behave like any other imported asset in your project.

Check the import

Unreal works in centimeters with Z up, while GLB is defined in meters with Y up, so it is worth confirming the import scale on your first asset. The units table shows what to expect, and the import guide covers axis and normal-map settings.

Dress the level from the toolbar, and spend review time on the shots that matter.