Importing contents, such as textures, meshes, animations or anything supported by Unreal Engine, is a fairly straightforward process. However, there are critical details and best practices you should know to ensure smooth workflows and assets that are optimized for a real-time engine, like Unreal Engine.
There are several direct ways to you can import content into Unreal Engine:
Drag and Drop the assets directly into the Content Browser folder.
Using the Content Browser’s Import button.
Using the right-click context menu and choosing the Import to Current Folder option.
When supported content is imported, the Import Content dialog appears. Use this dialog to apply any general settings or specific ones to the type of content you’re importing.
For more information on general content import workflows into Unreal Engine, see Importing Assets Directly.
Preparing your Content for Unreal Engine
When it comes to preparing your content to import into Unreal Engine, there are a few things to keep in mind with how the engine handles things. There are also some considerations you need to make depending on where you’re exporting your content from.
For Maya users starting to integrate their content workflow into one with Unreal Engine, you should keep the following things in mind:
Clean Geometry Practices
Scaling and Units
Pivots and Scene Origin
Textures Preparation
FBX Export Settings
Naming conventions
Use the sections below to familiarize yourself with how Unreal Engine looks at imported content with additional context.
Supported File Formats for Unreal Engine
Unreal Engine supports a broad range of file formats, supporting most content you would want to import into your project. Below are the most common formats used for different types of files and purposes:
Some file types require a plugin for their importer to be enabled in Unreal Engine. For example, Universal Scene Description (USD) for large collaborative scenes and Alembic files for hair grooms.
You enable these file type importers in the Plugins browser found under the main menu in the Edit menu.
| File Type | File Extension | Recommended Uses |
|---|---|---|
| Geometry - Static Mesh | ||
FBX |
| The recommended format for geometry, animations, and skeletal meshes. |
OBJ |
| Works best for static geometry but doesn’t handle animations. |
Universal Scene Description (USD) |
| Useful for large complex scenes and for collaboration with teams. Requires the USD Importer plugin to be enabled. For more information on using them, see Universal Scene Description. |
| Geometry - Skinned Mesh, Skeleton, and Animations | ||
FBX |
| The recommended format for geometry, animations, and skeletal meshes. |
OBJ |
| Works best for static geometry but doesn’t handle animations. |
Alembic |
| Works for complex animation caches, hair, cloth, or vertex animations. Requires the Alembic Groom Importer plugin to be enabled. For more information, see Alembic File Importer. |
Universal Scene Description (USD) |
| Useful for large complex scenes and for collaboration with teams. Requires the USD Importer plugin to be enabled. For more information on using them, see Universal Scene Description. |
| Images - Texture, Cubemap, and Light Profiles | ||
PNG |
| This is a lossless format that preserves transparency that can be highly compressed. This is used for textured surfaces and for channel packing with grayscale different image data stored in RGB channels. |
Targa |
| This is a lossless format that preserves transparency while avoiding potential issues of PNG. It is uncompressed, which can also speed up loading and editing. |
JPG |
| This is a lossy format that can be highly compressed. Because of this, it should not be used when creating your source assets. |
Photoshop |
| This is a lossless, uncompressed format that retains the source files layers and data. |
Cubemap |
| These are compressed or uncompressed files that contain multiple images with various layouts in 2D layouts, 3D volume textures, and cubemaps. These are most commonly used for skyboxes and distance backgrounds. |
HDR Image |
| This is a high dynamic range (HDR) image format that preserves more color data and brightness variations than other formats like PNG and JPG. This makes it ideal for using these with sky spheres and sky lights. |
Illuminating Engineering Society Light Source Profile |
| These are defined profiles of lights that describe their distribution from a light source using real-world measured data. For more information on using them, see IES Light Profiles. |
General Maya File Export Considerations
Below is a general list of things you should keep in mind when setting up files in Maya that you’ll later import into Unreal Engine.
| Unreal Engine’s Coordinate System, Scaling, and Units of Measure |
|---|
|
| Unreal Engine’s Materials, Textures, and UVs |
|
| Skinned Meshes, Skeletons, and Animations |
|
| General |
|
Maya Static Mesh Export Considerations
When exporting a Static Mesh as FBX from Maya, set the following options in the export dialog:
Geometry Only
Smoothing Groups: Enabled
Tangents and Binormals: Enabled
Triangualate: Enabled
Animation: Disabled
Embed Media: Optional
When importing a Static Mesh as FBX into Unreal Engine, set the following options in the import dialog:
[Optional] Generate Lightmap UVs: Checked
Ideal if using baked precomputed lighting.
Import Materials: checked
Apply Collision
For more information on importing Static Meshes into Unreal Engine, see the following:
General Maya Skinned Mesh Export Considerations
When exporting a Skeletal Mesh as FBX from Maya, set the following options in the export dialog:
Include the following with the export:
Geometry
Animation
Skeleton Definitions
Smoothing Groups: Enabled
Tangents and Binormals: Enabled
Triangualate: Enabled
Animation: Enabled
Embed Media: Optional
Deformed Models: Enabled
Skins: Enabled
Blend Shapes: Enabled
When importing a Skeletal Mesh as FBX into Unreal Engine, set the following options in the import dialog:
Import the Skeleton FBX first with no animation.
Enable Import Mesh
Enable Import Skeleton
Import the Animation(s) separately and choose their skeleton when prompted.
Import the Morph Targets (Blend Shapes).
Check Import materials to create the basic material if media is included in the FBX import.
For more information on importing Skeletal Meshes into Unreal Engine, see the following:
Next Page
Using Materials and Textures in Unreal Engine for Maya Users
An overview of Unreal Engine's Material System and Textures for Maya users.