How to Connect Omniverse Create to Unreal Engine

How to Connect Omniverse Create to Unreal Engine

Setting up Omniverse Unreal Engine Plug-in (Connector)

We take a first look at the NVIDIA Omniverse rendering platform and how to connect it to Unreal Engine. To start you’ll need to find and install the Omniverse launcher, Omniverse create and Unreal engine connectors. Theses are located in the “Exchange” tab underneath Apps and Connectors in the NVIDIA Omniverse launcher application that you download from here.

Once all software is set up (we run these tests on the OSF Godbox UE workstation with NVIDIA GPU) and you have your accounts made, decide on which machines are going to run what software. We suggest running each software (running Create app on one and UE on the other) on an independent machine.

On the Omniverse machine we’re going to create a local host server by going to the “collaboration” tab and selecting the “local nucleus collaboration service” settings option. This leads us to a web interface which allows us to control our local host and build new connections. 

In the connections section of the web interface create a new connection called “LocalHost”. Then navigate to the same place on the Unreal Engine machine and select “Add” this time when it asks for a server name enter the IP address of the Omniverse machine and sign in with the same details. 

Next launch Omniverse create and your Unreal Engine project on their specific machines. If the connector is correctly installed there should be a Omniverse Icon on the tool bar within UE. Under the icon is a drop down with the option to “Add server” in this box put the IP address of the Omniverse machine, this should prompt an engine notification stating either connected, or failed. This also creates a “Omniverse” folder in the content browser with your Omniverse servers IP and file paths. 

Once both servers are connected, right click the assets or map you want to collaborate on and select “export to Omniverse”. Then select the Omniverse server’s IP in the Omniverse folder and where you want the selected assets to appear on both machines. 

Open the imported map within Omniverse Create. Once the map is loaded and compiled, navigate into layer  and select the grey cloud icon next to the root. This makes all assets within the map Live and editable on both machines. Activate Live updates on the Unreal machine by ticking the “Live Edit” option on the Omniverse dropdown. 

We’re 98% there with a connection between both machines, live edits and shared assets. Now we just have to run the UE map as a USD. This is created automatically when exporting for Omniverse and is in the same place we exported the map previously.


%d bloggers like this: