EARLY ACCESS BUILD  /  UE 5.7 + 5.8

GPU SUBDIVISIONFOR UNREAL ENGINE

Animate the skeletal cage.Render the smooth surface.

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.

Unreal Engine 5.7 + 5.8  ·  Win64  ·  Skeletal Mesh (SKM) + Static Mesh (SM)

LIVE GPU
ORIGINAL CAGE  →  SMOOTH SURFACE

Animated Skeletal Mesh demo captured in Unreal Engine.

5.7 / 5.8Unreal Engine
SKM + SMMesh support
GPURuntime evaluation
WIN64Current platform

THE CORE IDEA

The mesh you animate should not limit the surface you render.

A light control cage is ideal for authoring and animation. USoftSubdiv reconstructs the smooth final surface from the current pose on the GPU.

02

RENDER DENSE

Avoid exporting a permanently dense final mesh.

GPU evaluation keeps the high-resolution result live for animation, materials, motion, and shadows.

03

ITERATE FAST

Switch between every cooked level without re-cooking.

Level 0 stays the original cage. Higher pre-cooked levels are available whenever the shot needs them.

SYNCHRONIZED SKM COMPARISON

One animation. Two surface views.

Drag the divider to compare the wireframe and shaded result while the same Skeletal Mesh animation stays synchronized on the GPU.

WIREFRAME SKM
SHADED SKM
GPU Skin Cache drives both views from the same animated SKM.Drag to compare

ANIMATION-FIRST RUNTIME SURFACES

Built around animated Skeletal Mesh characters.

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.

01

GPU Catmull-Clark

OpenSubdiv stencils are prepared once in the editor and evaluated with compute shaders at runtime.

02

Animated Skeletal Meshes

For Skeletal Mesh (SKM) characters, the smooth surface follows Unreal's GPU Skin Cache every frame.

03

SKM + SM workflow

Lead with animated Skeletal Mesh (SKM) characters, with Static Mesh (SM) props and environments supported by the same cook workflow.

04

Cook once, switch live

Pre-cook levels 0 through your maximum, then change the active level without cooking again.

05

Materials preserved

Material sections, UV0, normal-map tangents, and raster overlay materials stay connected.

06

Ray-traced shadows

Animated Skeletal Mesh and Static Mesh subdivided surfaces cast and receive hardware ray-traced shadows.

WORKFLOW

From FBX to a live subdivided surface.

No new DCC loop. No offline validation pass. The setup lives next to the asset in Unreal.

  1. 01
    Import

    Start with an animated Skeletal Mesh (SKM), or bring in a Static Mesh (SM), and keep the quad-based source FBX available.

  2. 02
    Cook Subdiv

    Right-click the asset, select the maximum level, and create the reusable SubdivInfo asset.

  3. 03
    Place

    Drop the asset into a scene. USoftSubdiv attaches and configures the runtime component.

  4. 04
    Animate SKM + render

    Choose any cooked level. The smooth surface follows the live Skeletal Mesh pose on the GPU.

CURRENT COMPATIBILITY

Clear requirements. No mystery compatibility.

The current release is intentionally focused. Every item below reflects the verified build, not a future roadmap promise.

Engine
Unreal Engine 5.7 and 5.8
Platform
Windows 64-bit
Primary workflow
Animated Skeletal Mesh (SKM)
Also supported
Static Mesh (SM)
Source
Single- and multi-mesh FBX
Builds
Editor, Development, Shipping
Animation
GPU Skin Cache required
Rendering
Hardware ray tracing optional

DOWNLOAD BUILD

Choose your Unreal Engine version.

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.

READY TO DOWNLOADv0.1.0

USoftSubdiv for Unreal Engine 5.8

Precompiled Win64 package with Runtime and Editor modules.

Platform
Windows 64-bit
Archive
RAR · 24.59 MiB
Engine
Unreal Engine 5.8
Download for UE 5.8

Extract the archive, then copy the USoftSubdiv folder into YourProject/Plugins.

SHA-256 checksum1D52E9E333B716921F17DD49C4FB419D253A8610C43D9894E5D880048BEF5D78

LICENSING

Start free. Upgrade for unlimited cooks.

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.

TRIALEmail registration · no payment
Free5 cooks total

EMAIL → FREE KEY → ACTIVATE → 5 COOKS

  • Register with your email
  • Receive a free Trial activation key
  • 5 cook authorizations total
  • One machine per key
  • Internet required for each cook

Your Trial key is delivered by email. 5 cooks, one machine.

1-MONTH LICENSEPaid production access
30 daysprice shown at checkout

EMAIL → PAYMENT → PAID KEY → 30 DAYS

  • Register with your checkout email
  • Receive a separate paid activation key
  • Unlimited cooks for 30 days
  • One machine per key
  • Renew for another 30-day period
Buy 1-Month License

FAQ

Technical answers before you install.

The short version: current packages target Win64 on Unreal Engine 5.7 and 5.8, using a quad-based FBX as the cook source.

What is USoftSubdiv?

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.

Which mesh types are supported?

Skeletal Meshes (SKM) and Static Meshes (SM) are supported, including FBX files containing multiple mesh nodes. The primary workflow is animated SKM characters.

Is the source FBX required?

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.

Does it support animation?

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.

Must I re-cook when changing levels?

No. You can switch instantly between every level included in the original cook. Only a level above the cooked maximum requires a new cook.

Are materials and ray tracing supported?

USoftSubdiv supports material sections, UV0, normal-map tangents, raster overlay materials, and verified hardware ray-traced shadows.

Does licensing require internet access?

Activation and periodic editor validation require a connection. Trial cooking also requires a connection for every cook authorization.

How do Trial and 1-Month license keys differ?

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

Keep the cage. Ship the surface.

Register with your email for a free 5-cook Trial key, or buy 30 days of unlimited cooks with a separate activation key.