Unreal Engine
The DousenUE plugin is an editor-only plugin for Unreal Engine 5. It keeps Unreal in step with the rest of your pipeline: assets you author in other apps land in Unreal automatically, asset names are checked against your project's conventions, and you can hand assets back and forth between Unreal and your other tools.
The plugin communicates over HTTP/JSON only. It talks to the Dousen server's REST API on port 8080 and polls the DousenDesktop bridge relay on port 8766. There is no separate networking layer to install or open.
Installation
- Copy the
DousenUEfolder into your project'sPlugins/directory. - Regenerate your project files.
- Open the project in Unreal Engine — the plugin is editor-only and loads with the editor.
- Configure it in
Config/BaseDousenUE.ini(see below).
Configuration
Settings live in Config/BaseDousenUE.ini under the section [/Script/DousenUE.DousenProjectSettings]:
| Key | Meaning |
|---|---|
ServerScheme | Scheme for the Dousen server. Default https. |
ServerHost | Host and port of the Dousen server, e.g. localhost:8080 or your-host:8080. |
BridgeRelayPort | Port of the DousenDesktop bridge relay. Default 8766. |
ProjectId | Your Dousen project's UUID. Empty by default — features that need it stay off until it is set. |
bAutoReimportOnBridgeEvent | Reimport assets automatically when another app publishes them. Default true. |
INI[/Script/DousenUE.DousenProjectSettings]
ServerScheme=https
ServerHost=localhost:8080
BridgeRelayPort=8766
ProjectId=3f9c1a2e-7b40-4d8e-9c11-2a6f5d8e4b00
bAutoReimportOnBridgeEvent=True
Configuration goes in Config/BaseDousenUE.ini under [/Script/DousenUE.DousenProjectSettings] — not in DefaultEngine.ini. There is no ServerUrl or RelayUrl key, and ProjectId is a UUID, not a number.
What the plugin does
Auto-reimport
When another app publishes a mesh, texture, or material, the plugin brings it into Unreal (while bAutoReimportOnBridgeEvent is on). Smart reimport matches an existing asset by its recorded source file and updates it in place, showing a toast when it does. If there is no matching asset, it instead offers an "import to Unreal?" toast so you stay in control of what enters the project.
Naming conventions
The plugin reads your project's compiled naming conventions and checks asset names against them, surfacing any violations as editor toasts. It refreshes every 5 minutes and only runs when ProjectId is set.
Open in DCC
Right-clicking a Static Mesh, Skeletal Mesh, or Texture in the Content Browser shows a Dousen section with an Open in DCC submenu. The submenu lists the DCC apps currently connected to the bridge; picking one sends that asset to it.
Unreal as a bridge participant
The plugin registers Unreal as a connected DCC. It publishes when you save assets, and it handles Open in UE requests coming from other apps by navigating the Content Browser straight to the asset.
CV tag search
A panel lets you search /Game assets by computer-vision tags — object class, poly tier, has-UVs, is-skinned, style hint, and similar — so you can find assets by what they actually are rather than by name.
Panels
The plugin registers two dockable panels under the Window menu:
- Dousen
- Dousen Bridge
There is no task or Jira panel in the Unreal plugin. Task management lives in DousenDesktop.
Connecting to the bridge
The bridge relay requires a per-session bearer token, which the desktop app provides automatically. Plain-HTTP requests to the relay are only allowed to a loopback address, so the bridge stays local to your machine. If the relay is unreachable, the plugin backs off and retries on its own — you'll see "Bridge relay unreachable" warnings until DousenDesktop is running again.
Diagnostics
Everything the plugin does is logged to the editor's Output Log under the LogDousenUE category (and to the project's Saved/Logs/). Filter on it when an import doesn't happen — and see Troubleshooting for the common cases.
Headless import
You don't have to keep Unreal open to receive assets. When the editor is closed, DousenDesktop can still import published assets by launching Unreal in command-line mode (this is configurable).