We can import static meshes into Unreal Engine from external 3D modeling applications, such as 3DS Max, Maya or Blender. Although we're using 3DS Max and Maya to illustrate this lesson's goal, you can import static meshes into Unreal Engine from any 3D modeling application with a save feature.
Before getting started: Please make sure you have access to a 3D modeling application.
Goals
The focus of this guide is to show you how to import static meshes from external 3D modeling applications.
Objectives
After going through this guide, you'll know:
- How to import static meshes into Unreal Editor from external 3D modeling applications.
- How to verify that static meshes were imported properly.
The UE4 FBX import pipeline uses FBX 2018. Using a different version during export may result in incompatibilities.
Importing Static Meshes from External 3D Modeling Applications
-
Click the Add/Import button in the Content Browser and choose Import. Navigate to and select the FBX file you want to import in the file browser that opens.
You may want to select
in the dropdown to filter out unwanted files.
The path of the imported asset depends on the current location within the Content Browser. Make sure to navigate to the appropriate folder prior to performing the import. You may also drag the imported assets into a new folder once import is complete.
-
Choose the appropriate settings in the Import dialog. The defaults should be sufficient in most cases. See the FBX Import Dialog section for complete details of all of the settings.
-
Click the Import button to import the mesh(es). The resulting mesh, material(s), and texture(s) will be displayed in the Content Browser if the process was successful.
Although textures and materials can be imported with a Static Mesh, only Color and Normal will automatically be connected (assuming a supported material was used), Specular maps will be imported but not connected, other maps, for example an Ambient Occlusion map in the Diffuse slot of a Maya material, will not even be imported; it is best to check your materials and connect any unconnected maps and check which maps did not import. Simply double-click the new material and connect the available textures with their appropriate inputs.
By viewing the imported mesh in the Static Mesh Editor and enabling the display of collision, you can determine that the process worked as expected.
Alternatively, you can actually just click and drag an FBX file from Windows into the Content Browser and it will bring up the import dialog for you.
Verifying Imported Static Meshes
Double-click the imported mesh to view it in the Static Mesh Editor.
Verify that the asset imported properly by viewing the imported mesh in the Static Mesh Editor.
Now that we've reached the end of this guide, you've learned:
✓ How to import static meshes into Unreal Editor from external 3D modeling applications.
✓ How to verify that static meshes were imported properly.