Use the glTF exporter to export individual Assets or the current Level to one of the following formats:
Format | Description |
---|---|
JSON.gltf |
Includes the following elements, saved separately in a directory you specify:
|
Binary.glb |
Combines the full scene description, all binary data, and all textures into a single self-contained binary file. |
This page explains how to export glTF files from the Unreal Editor UI. You can also export glTF files from the Editor using Blueprint, Python scripting, or C++. Runtime export without the Editor is also possible, but there are some limitations. For details, see Scripting glTF Exports.
What You Can Export
You can export the following types of Asset as glTF files:
- Static Meshes
- Skeletal Meshes
- Animation Sequences
- Levels
- Level Sequences
- Materials
- Level Variant Sets
For more information about how the glTF exporter handles each of these Asset types, see How the glTF Exporter Handles Unreal Engine Content.
Export an Asset
To export an Asset to glTF:
- In the Content Browser, right-click the Asset you want to export.
- From the right-click menu, select Asset Actions > Export… . A file save dialog opens.
- In the file save dialog, choose a name and location for the exported file. Make sure Save as type is set to
.gltf
or.glb
, and click Save. The glTF Export Options dialog opens. - Set the export options as needed. For more information, see glTF Export Options Reference.
- Click Save.
Export the Current Level
To export the all Actors in the current level to glTF:
- Do one of the following:
-
From the main menu, select File > Export All… .
or
-
In the Content Browser, right click the Level Asset, and from the right-click menu, select Asset Actions > Export…
A file save dialog opens.
-
- In the file save dialog, choose a name and location for the exported file. Make sure Save as type is set to
.gltf
or.glb
, and click Save. The glTF Export Options dialog opens. - Set the export options as needed. For more information, see glTF Export Options Reference.
- Click Save.
Export Part of the Current Level
To export a selection of Actors in the current level to glTF:
- Select one or more Actors in the current level.
- From the main menu, select File > Export Selected… . A file save dialog opens.
- In the file save dialog, choose a name and location for the exported file. Make sure Save as type is set to
.gltf
or.glb
, and click Save. The glTF Export Options dialog opens. - Set the export options as needed. For more information, see glTF Export Options Reference.
- Click Save.
glTF Export Options Reference
The glTF Export Options dialog includes the following options:
- General Options
- Material Options
- Mesh Options
- Animation Options
- Texture Options
- Scene Options
- Variant Set Options
General Options
Option | Description |
---|---|
Export Uniform Scale | Scales exported Assets to compensate for differences in units. The default value is 0.01, to convert from Unreal Engine's default unit of centimeters to glTF's default unit of meters. |
Export Preview Mesh | When enabled, the glTF exporter exports the preview mesh for a standalone animation or Material Asset. |
Skip Near Default Values | When enabled, the glTF exporter does not export floating-point-based JSON properties that are nearly equal to the default values specified in the glTF specification or the specifications for glTF extensions. This reduces the size of the exported JSON data. Skipped properties are treated as though they're set to their exact default values. |
Material Options
Option | Description |
---|---|
Export Proxy Materials | When enabled, the glTF exporter checks whether each exported Material has a glTF proxy Material defined in its user data. If it does, the exporter exports the proxy instead of converting the original material. This setting does not affect glTF proxy Materials you reference directly, the way you would any other material. For more information, see glTF Proxy Materials. |
Export Unlit Materials | When enabled, Materials that use the Unlit shading model are exported correctly. The glTF exporter uses the KHR_materials_unlit extension to export Unlit materials. For more information, see Shading Model Support. |
Export Clear Coat Materials | When enabled, materials that use the clear coat shading model are exported correctly. The glTF exporter uses the KHR_materials_clearcoat extension to export clear coat Materials. Some glTF viewers do not support KHR_materials_clearcoat. For more information, see Shading Model Support. |
Bake Material Inputs | Specifies whether to bake a Material into a texture, and if so, how to bake it.
The exporter only uses baking for complex material inputs. For simple texture or constant expressions, it uses Material expression matching. For more information, see Material Baking. |
Default Material Bake Size | When Bake Material Inputs is enabled, this setting specifies the default size of the baked texture that contains the Material input. You can override this default setting with Material-specific and input-specific bake settings. For more information, see the following sections: |
Default Material Bake Filter | When Bake Material Inputs is enabled, this setting specifies the default filtering mode used to sample the baked texture. You can override this default setting with Material-specific and input-specific bake settings. For more information, see the following sections: |
Default Material Bake Tiling | When Bake Material Inputs is enabled, this setting specifies the default addressing mode used to sample the baked texture. You can override this default setting with Material-specific and input-specific bake settings. For more information, see the following sections: |
Default Input Bake Setting | Input-specific default bake settings that override the general defaults. For details, see Configure Global Material Bake Settings for Specific Inputs. |
Mesh Options
Option | Description |
---|---|
Default Level Of Detail | Default LOD level used to export a mesh. You can override this setting with Component or Asset settings. For example, a minimum or forced LOD level. For more information about how to control which LOD setting the glTF exporter uses, see Level of Detail (LOD). |
Export Vertex Colors | Specifies whether to export vertex colors. If you set Bake Material Inputs, in the Material Options, to Use Mesh Data, the exporter bakes vertex colors automatically for any Material that needs them. The glTF format always uses vertex colors as a base color multiplier, which often produces undesirable results. We recommend disabling this option in most cases. |
Export Vertex Skin Weights | Specifies whether to export the vertex bone weights and vertex indexes of Skeletal Meshes, which are required for animation sequences. |
Use Mesh Quantization | When enabled, the glTF exporter uses quantization for vertex tangents and normals. This setting uses the KHR_mesh_quantization extension, which might cause the Mesh to not load in some glTF viewers. For more information about mesh quantization, see Mesh Quantization for High Quality Lighting and Reflections, and the KHR_mesh_quantization documentation. |
Animation Options
Option | Description |
---|---|
Export Level Sequences | Specifies whether the glTF exporter exports Level Sequences. It only supports transform tracks. The exported Level Sequence plays at the Level Sequence Asset's Sequence Display Rate (frames-per-second setting). |
Export Animation Sequences | Specifies whether the glTF exporter exports a single animation Asset used by a Skeletal Mesh Component. If you enable this setting, you must also enable Export Vertex Skin Weights in the Mesh Options. |
Texture Options
Option | Description |
---|---|
Texture Image Format | Specifies the image file format to use for exported textures.
|
Texture Image Quality | Specifies the level of compression for textures exported in a lossy image format. You can set values between 1 (least compressed) and 100 (most compression). Set a value of 0 to use the default compression level for the format. For .jpeg files, 0 is equivalent to the default value of 85. |
Export Texture Transforms | When enabled, the glTF exporter exports UV tiling and un-mirroring settings in a Texture Coordinate expression node for simple Material input expressions. This setting exporter uses the KHR_texture_transform extension. |
Adjust Normalmaps | When enabled, the glTF exporter flips the direction of the green channel in normal maps to conform to the glTF convention. |
Scene Options
Option | Description |
---|---|
Export Hidden In Game | Specifies whether to export Actors and Components that are set as hidden in-game. |
Export Lights | Specifies whether to export directional, point, and spot light Components. This setting uses the KHR_lights_punctual extension. |
Export Cameras | Specifies whether to export Camera Components. |
Variant Sets Options
Option | Description |
---|---|
Export Material Variants | Specifies whether and how to export material variants that change the Materials property on a Static or Skeletal Mesh component.
|