Importing and Exporting

September 18, 2019 ยท View on GitHub

A summarised guide on the processes related to importing and exporting static, skeletal and 3D meshes, re-importing assets, auto re-import and full scene import from DCC applications as well as exporting assets from Unreal.

Exporting Static Meshes

  • These should be exported using the FBX format.

  • Within the export configuration window, tick the Smoothing Groups, Triangulate and Preserve Edge Orientation options under the Geometry section.

  • It is generally recommended to disable all other configuration properties so it is clear which properties of the mesh will be imported.

Exporting Skeletal Meshes

  • These should be exported using the FBX format.

  • Within the export configuration window, tick the Smoothing Groups, Triangulate and Preserve Edge Orientation options under the Geometry section. This prepares the static mesh component of the skeletal mesh.

  • Proceed to tick the Animation option under the Animation section and Deformations and Skins options under the Deformations section.

  • It is generally recommended to disable all other configuration properties so it is clear which properties of the mesh will be imported.

3D Mesh Import

  • These can be imported in the same way as Texture Imports. Unreal attempts to automatically configure the import settings but some generally require some tweaking depending on the asset type.

  • When importing Static Meshes, the following import parameters require attention:

    • Auto Generate Collision (Enable)

    • Generate Light Map UVs (Enable but may want to disable depending on the UVs that have been added from the DCC application)

    • Transform Vertex to Absolute (Enable)

    • Import Materials (Disable unless materials are exported within the mesh)

    • Import Textures (Disable unless textures are exported within the mesh)

  • When importing Skeletal Meshes, the following import parameters require attention:

    • Skeletal Mesh (Enable)

    • Import Animations (Enable)

    • Import Materials (Disable unless materials are exported within the mesh)

    • Import Textures (Disable unless textures are exported within the mesh)

Re-Importing Assets

  • This is useful for ensuring Unreal is using the latest version of a modified asset.

  • This can be achieved in a variety of methods:

    • Right click within the Content browser the asset and select Reimport

    • Within the asset viewer window select the Reimport button from the toolbar

    • Drag & Drop the asset from a file browser window into the Content browser

Auto Re-Importing

  • This feature works by constantly monitoring defined directories for any changes. When a change occurs, the modified asset is automatically re-imported into Unreal.

  • To configure this functionality, define Directories to Monitor under the Auto Reimport section of Loading & Saving tab within the Editor Preferences.

  • It may prove beneficial to enable the Monitor Content Directories parameter within the same section.

Full Scene Import

  • Entire levels can be imported from DCC applications into Unreal.

  • This supports a single import which can include all of the following:

    • Static meshes

    • Skeletal meshes

    • Animations

    • Materials (limited import support)

    • Textures

    • Rigid mesh

    • Morph targets

    • Cameras (without any animation)

    • Lights

  • This can be done by selecting the Import Into Level... option under the Actors section within the File menu.

Exporting Assets from Unreal

  • Any importable assets can also be exported from Unreal.

  • When exporting Textures, Static Meshes and Skeletal Meshes out of a project for use in other applications, simply Right Click on the asset and select Export... from the Asset Actions options.

  • When exporting any kind of asset out of a project and into another, simply Right Click out of a project and into another, on the asset and select Migrate... from the Asset Actions options.