// docs

Plugins

Connect Kiosk to Unreal Engine, Blender, Cinema 4D, Maya, and Houdini.

How Plugins Work

Kiosk plugins create a direct bridge between your asset library and your 3D software. The communication happens through a watch folder on your local machine — no internet, no cloud, no ports to configure.

To start a live session:

  1. Install the plugin via App Menu → Plugin Manager.
  2. Open the Kiosk panel inside your DCC app.
  3. Click Launch Kiosk in the panel — this establishes the connection.
  4. A green dot appears in Kiosk’s top-right corner when a session is active.

From this point, clicking any asset in the DCC panel exports it straight to your scene.

▶ Watch: Plugin integration

Integration

Unreal Engine

Requires Unreal Engine 5.8 or newer, on Windows — the shipped master materials were serialized with 5.8, so earlier engine versions cannot load them.

  1. Open Kiosk → App Menu → Plugin Manager
  2. Select Unreal Engine and click Install Plugin
  3. Pick either your engine folder (C:\Program Files\Epic Games\UE_5.8) — the plugin lands in Engine/Plugins/Marketplace/Kiosk and is available to every project on that engine — or a project folder (the one containing the .uproject), which installs to <Project>/Plugins/Kiosk for that project only
  4. Installing into Program Files needs administrator rights. If Kiosk reports a permission error, pick your project folder instead, or restart Kiosk as administrator

Setup: In Unreal, go to Edit → Plugins, search for Kiosk, tick it, and restart the editor. Each project enables it separately. Kiosk then appears as its own menu in the editor’s main menu bar — click Kiosk → Open Kiosk Library to launch Kiosk connected to this editor. (The plugin also tries to add a Content Browser toolbar button, but that extension point is not stable across engine versions, so treat the menu as the reliable route.)

Master materials: Eight OpenPBR masters ship inside the plugin’s Content/ folder, which the Content Browser hides unless Settings → Show Plugin Content is on. Use Kiosk → Copy Master Materials to /Game for editable project-local copies; exports prefer those once they exist.

Two things Unreal makes you opt into:

  • UDIM textures need Virtual Texturing — enable it in Project Settings → Rendering → Virtual Textures, then restart (it forces a full shader rebuild). Only Mari-style .1001. naming is supported.
  • HDRI Backdrop is an engine plugin that is off by default (Edit → Plugins → Rendering). Without it Kiosk falls back to a Sky Light. Unreal cannot enable a plugin from Python, so this one is yours to turn on.

Blender

  1. Open Kiosk → App Menu → Plugin Manager
  2. Select Blender and click Install
  3. Browse to your Blender installation directory
  4. Kiosk copies the addon files automatically

Setup: In Blender, go to Edit → Preferences → Add-ons and enable Kiosk for Blender. The Kiosk panel appears in the N-panel (press N).


Maya

  1. Open Kiosk → App Menu → Plugin Manager
  2. Select Maya and click Install
  3. Browse to your Maya installation directory
  4. Kiosk copies the plugin files to your Maya scripts directory

Setup: Run the setup script. This adds a Kiosk shelf in Maya — click the shelf button to launch Kiosk from within Maya.


Houdini

  1. Open Kiosk → App Menu → Plugin Manager
  2. Select Houdini and click Install
  3. Browse to your Houdini user preferences directory (e.g., C:\Users\<user>\Documents\houdiniXX.X\)
  4. Restart Houdini

Setup: A Kiosk shelf is added to Houdini after install. You can also launch Kiosk via the Tab menu in any network editor.

Supported renderers: Redshift, Arnold, Karma, RenderMan


Cinema 4D

  1. Open Kiosk → App Menu → Plugin Manager
  2. Select Cinema 4D and click Install
  3. Browse to your Cinema 4D installation directory
  4. Kiosk copies the plugin files (.pyp format) to your C4D plugins folder

Setup: Restart Cinema 4D. Launch Kiosk via the Extensions Menu → Kiosk Library.

Supported renderers: Octane, Redshift


Scripting exports

When you export an asset, Kiosk runs a command stack — an ordered list of Python functions that execute inside your DCC. You can write your own to control exactly how assets land in your scene, or build a whole new plugin for a DCC Kiosk doesn’t ship with.

See Custom Commands to write your own, or Custom Plugins to integrate a DCC Kiosk doesn’t ship with.

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