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
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These should be exported using the FBX format.
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Within the export configuration window, tick the Smoothing Groups, Triangulate and Preserve Edge Orientation options under the Geometry section.
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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
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These should be exported using the FBX format.
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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.
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Proceed to tick the Animation option under the Animation section and Deformations and Skins options under the Deformations section.
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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
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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.
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When importing Static Meshes, the following import parameters require attention:
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Auto Generate Collision (Enable)
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Generate Light Map UVs (Enable but may want to disable depending on the UVs that have been added from the DCC application)
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Transform Vertex to Absolute (Enable)
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Import Materials (Disable unless materials are exported within the mesh)
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Import Textures (Disable unless textures are exported within the mesh)
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When importing Skeletal Meshes, the following import parameters require attention:
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Skeletal Mesh (Enable)
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Import Animations (Enable)
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Import Materials (Disable unless materials are exported within the mesh)
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Import Textures (Disable unless textures are exported within the mesh)
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Re-Importing Assets
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This is useful for ensuring Unreal is using the latest version of a modified asset.
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This can be achieved in a variety of methods:
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Right click within the Content browser the asset and select Reimport
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Within the asset viewer window select the Reimport button from the toolbar
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Drag & Drop the asset from a file browser window into the Content browser
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Auto Re-Importing
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This feature works by constantly monitoring defined directories for any changes. When a change occurs, the modified asset is automatically re-imported into Unreal.
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To configure this functionality, define Directories to Monitor under the Auto Reimport section of Loading & Saving tab within the Editor Preferences.
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It may prove beneficial to enable the Monitor Content Directories parameter within the same section.
Full Scene Import
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Entire levels can be imported from DCC applications into Unreal.
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This supports a single import which can include all of the following:
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Static meshes
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Skeletal meshes
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Animations
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Materials (limited import support)
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Textures
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Rigid mesh
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Morph targets
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Cameras (without any animation)
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Lights
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This can be done by selecting the Import Into Level... option under the Actors section within the File menu.
Exporting Assets from Unreal
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Any importable assets can also be exported from Unreal.
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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.
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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.