// 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:
- Install the plugin via App Menu → Plugin Manager.
- Open the Kiosk panel inside your DCC app.
- Click Launch Kiosk in the panel — this establishes the connection.
- 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.
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.
- Open Kiosk → App Menu → Plugin Manager
- Select Unreal Engine and click Install Plugin
- Pick either your engine folder (
C:\Program Files\Epic Games\UE_5.8) — the plugin lands inEngine/Plugins/Marketplace/Kioskand is available to every project on that engine — or a project folder (the one containing the.uproject), which installs to<Project>/Plugins/Kioskfor that project only - Installing into
Program Filesneeds 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
- Open Kiosk → App Menu → Plugin Manager
- Select Blender and click Install
- Browse to your Blender installation directory
- 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
- Open Kiosk → App Menu → Plugin Manager
- Select Maya and click Install
- Browse to your Maya installation directory
- 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
- Open Kiosk → App Menu → Plugin Manager
- Select Houdini and click Install
- Browse to your Houdini user preferences directory (e.g.,
C:\Users\<user>\Documents\houdiniXX.X\) - 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
- Open Kiosk → App Menu → Plugin Manager
- Select Cinema 4D and click Install
- Browse to your Cinema 4D installation directory
- Kiosk copies the plugin files (
.pypformat) 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.