> For the complete documentation index, see [llms.txt](https://shaheerxansari.gitbook.io/hydroportdoc/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://shaheerxansari.gitbook.io/hydroportdoc/quick-start.md).

# Quick start

This workflow is designed to avoid repeated decoding when working with heavy Alembic caches.

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{% step %}

## Prepare an Alembic cache

Export a **single deforming polygon mesh** with changing vertex positions and, ideally, velocity data. HydroPort is intended primarily for baked fluid surfaces. See [Preparing caches](/hydroportdoc/cache-preparation.md).
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## Place the actor

In the Unreal level, add a **HydroPort Actor**. Select it and inspect the Details panel.
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## Configure everything *before* importing

Choose the **Source Preset**, confirm **Position Scale**, enable or disable **Import Velocities**, verify **Velocity Units/Scale**, and normally leave **Recalculate Smooth Normals** disabled for fluids.

{% hint style="warning" %}
Import options are not live controls for already decoded data. Changing an import option typically requires importing/reopening the cache to apply it. Changing an option and expecting the displayed mesh to change instantly can be misleading.
{% endhint %}
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## Select your `.abc` and import

Use the Alembic file selector/path control, then press **Import** in the tested HydroPort UI once your settings are ready.

{% hint style="info" %}
**Version note:** In the checked-in `rename/hydroport` source reviewed for this guide, the `Browse...` file picker itself calls `ImportAlembicCache()` after selection; a separate Import button is not defined in `HydroPortActorDetails.cpp`. Your packaged build was reported to have an Import button. Confirm the exact control in a screenshot before publishing this step.
{% endhint %}

Wait for the requested frame to decode and upload. Large or complex mesh samples can take time.

> **Screenshot:** File picker, import settings, and Import button in the *shipping* build.
> {% endstep %}

{% step %}

## Add materials

Apply your water/liquid material to the HydroPort mesh component. The custom rendering path uses Unreal's Geometry Cache vertex factory; if a material fails to appear, consult [Troubleshooting](/hydroportdoc/troubleshooting.md).
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## Choose how to preview

Set **Editor Preview Mode → Manual Frame** to inspect a particular mesh sample, or switch to **Sequencer** when preparing a cinematic sequence. See [Playback & Preview](broken://pages/8842efc56de578b0fc1a6c11de420175e6927beb).
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## Render a cinematic

Follow [Sequencer](/hydroportdoc/sequencer.md), then [Movie Render Queue & Motion Blur](/hydroportdoc/mrq-and-motion-blur.md).
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{% endstepper %}
