AUTHOR LIGHT
Keep the quad-based FBX workflow you already know.
Import the source, cook the relationship once, and keep your final surface connected to the cage.
GPU SUBDIVISIONFOR UNREAL ENGINE
Cook Catmull-Clark subdivision data from your FBX once. Drive the smooth surface from an animated Skeletal Mesh (SKM) every frame, with Static Mesh (SM) supported by the same GPU workflow.
Animated Skeletal Mesh demo captured in Unreal Engine.
THE CORE IDEA
A light control cage is ideal for authoring and animation. USoftSubdiv reconstructs the smooth final surface from the current pose on the GPU.
AUTHOR LIGHT
Import the source, cook the relationship once, and keep your final surface connected to the cage.
RENDER DENSE
GPU evaluation keeps the high-resolution result live for animation, materials, motion, and shadows.
ITERATE FAST
Level 0 stays the original cage. Higher pre-cooked levels are available whenever the shot needs them.
SYNCHRONIZED SKM COMPARISON
Drag the divider to compare the wireframe and shaded result while the same Skeletal Mesh animation stays synchronized on the GPU.
ANIMATION-FIRST RUNTIME SURFACES
The first release focuses on the path from a clean animated SKM cage to a dependable runtime surface, while supporting SM assets through the same workflow.
OpenSubdiv stencils are prepared once in the editor and evaluated with compute shaders at runtime.
For Skeletal Mesh (SKM) characters, the smooth surface follows Unreal's GPU Skin Cache every frame.
Lead with animated Skeletal Mesh (SKM) characters, with Static Mesh (SM) props and environments supported by the same cook workflow.
Pre-cook levels 0 through your maximum, then change the active level without cooking again.
Material sections, UV0, normal-map tangents, and raster overlay materials stay connected.
Animated Skeletal Mesh and Static Mesh subdivided surfaces cast and receive hardware ray-traced shadows.
WORKFLOW
No new DCC loop. No offline validation pass. The setup lives next to the asset in Unreal.
Start with an animated Skeletal Mesh (SKM), or bring in a Static Mesh (SM), and keep the quad-based source FBX available.
Right-click the asset, select the maximum level, and create the reusable SubdivInfo asset.
Drop the asset into a scene. USoftSubdiv attaches and configures the runtime component.
Choose any cooked level. The smooth surface follows the live Skeletal Mesh pose on the GPU.
CURRENT COMPATIBILITY
The current release is intentionally focused. Every item below reflects the verified build, not a future roadmap promise.
DOWNLOAD BUILD
Select the version used by your project and download the matching precompiled Win64 package.
SELECT ENGINE VERSION
Choose the same engine version used by your Unreal project.
Precompiled Win64 package with Runtime and Editor modules.
Download for UE 5.8Extract the archive, then copy the USoftSubdiv folder into YourProject/Plugins.
1D52E9E333B716921F17DD49C4FB419D253A8610C43D9894E5D880048BEF5D78LICENSING
Register with your email for a free 5-cook Trial key, or purchase a separate 1-Month License key for unlimited cooks during 30 days.
EMAIL → FREE KEY → ACTIVATE → 5 COOKS
EMAIL → PAYMENT → PAID KEY → 30 DAYS
FAQ
The short version: current packages target Win64 on Unreal Engine 5.7 and 5.8, using a quad-based FBX as the cook source.
USoftSubdiv is an OpenSubdiv-powered GPU subdivision plugin for Unreal Engine. It cooks Catmull-Clark data in the editor and evaluates the selected smooth surface at runtime.
Skeletal Meshes (SKM) and Static Meshes (SM) are supported, including FBX files containing multiple mesh nodes. The primary workflow is animated SKM characters.
Yes. The current cook workflow uses the quad-based FBX cage. The imported path can be detected automatically or selected manually if the source file moved.
Yes. Animated Skeletal Mesh (SKM) is a core workflow: subdivision reads the animated cage from Unreal's GPU Skin Cache every frame and keeps the smooth surface in sync.
No. You can switch instantly between every level included in the original cook. Only a level above the cooked maximum requires a new cook.
USoftSubdiv supports material sections, UV0, normal-map tangents, raster overlay materials, and verified hardware ray-traced shadows.
Activation and periodic editor validation require a connection. Trial cooking also requires a connection for every cook authorization.
Registering with an email gives you a free Trial key with 5 cooks total. A paid 1-Month License uses a separate activation key with unlimited cooks for 30 days.
NEXT STEP
Register with your email for a free 5-cook Trial key, or buy 30 days of unlimited cooks with a separate activation key.