The Interchange Pipeline Configuration window opens when you import a file of a supported file type into Unreal Engine.
The Interchange Pipeline Configuration window
The options displayed in the window are dependent on two factors:
- The file format of the imported file.
- The Interchange Pipeline Stack you selected to process the import.
For more information on the import process using Interchange, see Importing Assets Using Interchange.
Common
| Option | Description |
|---|---|
| Use Source Name for Asset | Names the imported asset similar to the source name when it meets the following criteria:
|
| Asset Name | Names the imported asset using this string when you meet the following criteria:
|
| Offset Translation | Applies a translation offset to meshes and animations in the specified X, Y, and Z directions. |
| Offset Rotation | Applies a rotation offset to meshes and animations in the specified X (Roll), Y (Pitch), and Z (Yaw) directions. |
| Offset Uniform Scale | Applies a uniform scale offset to meshes and animations. |
Common Meshes
| Option | Description |
|---|---|
| Force All Mesh as Type | Converts the imported meshes to the specified type. The dropdown menu contains the following options:
|
| Import Lods | Imports any LODs with imported meshes found in the source. Requires you to set the Bake Meshes option to true in the selected pipeline. This option is true and hidden by default. |
| Vertex Color Import Option | Specifies how vertex colors are handled on import. The dropdown menu contains the following options:
|
| Vertex Override Color | Defines the vertex color used when the Vertex Color Import Option is set to Override. |
| Build | Defines how normals, tangents, and UVs are handled during the import process. This menu contains the following options:
|
Common Skeletal Meshes and Animation
| Option | Description |
|---|---|
| Import Only Animations | Imports only animations. Requires a valid defined skeleton. |
| Skeleton | Defines the skeleton to use for imported animations. Leaving this empty creates a new skeleton. Required for Import Only Animations. |
| Import Meshes in Bone Hierarchy | Imports meshes nested in bone hierarchies, instead of converting them to bones. |
| Use T0As Ref Pose | Uses frame 0 of the imported animation as the reference pose. |
Static Meshes
| Option | Description |
|---|---|
| Convert Statics with Morph Targets to Skeletals | Converts static meshes using morph targets to skeletal meshes. |
| Import Static Meshes | Imports static mesh assets found in the source. |
| Combine Static Meshes | Combines imported static meshes into a single static mesh. |
| Lod Groups | Defines which LOD Group imported static meshes are assigned to. The dropdown menu contains the following options:
|
| Collision | Defines how custom collision meshes are handled during import. This menu contains the following options:
|
| Build | Defines how Nanite, lightmaps, and distance fields are handled during the import process. This menu contains the following options:
|
Skeletal Meshes
| Option | Description |
|---|---|
| Import Skeletal Meshes | Imports skeletal mesh assets found in the source. |
| Import Content Type | Defines whether the import process of skeletal mesh assets is partial or total. The dropdown menu contains the following options:
|
| Combine Skeletal Meshes | Combines imported skeletal meshes into a single skeletal mesh. This still creates a separate skeletal mesh for each skeletal root joint. |
| Import Morph Targets | Imports the morph targets found in the source. |
| Update Skeleton Reference Pose | Updates the skeleton's reference pose on import. |
| Create Physics Asset | Creates a new physics asset if the source does not have one. |
| Physics Asset | Defines the physics asset used if Create Physics Asset is false. |
| Build | Defines how skin weights, animation thresholds, and morph targets are handled during the import process. This menu contains the following options:
|
Animations
| Option | Description |
|---|---|
| Import Animations | Imports any animations found in the source. |
| Import Bone Tracks | Imports any bone transform tracks found in the source. |
| Animation Length | Defines which animation time range to import. The dropdown menu contains the following options:
|
| Frame Import Range | Defines the frame range to use when you select Set Range for Animation Length. |
| Use 30Hz to Bake Bone Animation | Samples all animation curves at 30 frames per second. |
| Custom Bone Animation Sample Rate | Samples all FBX animation data in the source at the specified rate. If set to 0, automatically finds the best rate. |
| Snap to Closest Frame Boundary | Snaps the animation to the closest frame boundary using the specified Animation Sample Rate. |
| Import Attributes as Curves or Animation Attribute | Imports node attributes as either animation curves or animation attributes. |
| Add Curve Metadata to Skeleton | Adds curve metadata to an animation's skeleton automatically. If false, curve metadata is added to the skeleton for morph targets, but no metadata is created for general animation curves. |
| Set Material Curve Type | Sets the material curve type for all custom attributes that exist. |
| Material Curve Suffixes | Sets the material curve type for custom attributes with suffixes defined in this array. Not applicable if Set Material Curve Type is true. |
| Remove Redundant Keys | Removes redundant keys from custom animation attributes when importing them as curves. |
| Do not import curves with only 0 values | Skips importing animation curves or morph target curves with a value of 0. |
| Delete existing Animation Attributes | Deletes previous attributes imported as animation attributes on reimport. |
| Delete Existing Animation Curves | Deletes previous attributes imported as animation curves on reimport. |
| Delete Existing Morph Target Curves | Deletes previous morph target curves on reimport. |
Materials
| Option | Description |
|---|---|
| Import Materials | Imports any material assets found in the source. |
| Material Import | Defines what is created when a material asset is imported. The dropdown menu contains the following options:
|
| Parent Material | Defines the parent material to use when importing materials as a material instance. If you select None, one will automatically be chosen during the import process. Unreal Engine chooses from the following shader models:
These Materials are found in the |
Textures
| Option | Description |
|---|---|
| Import Textures | Imports any texture assets found in the source. |
| Detect Normal Map Texture | Checks to see if the imported texture is a normal map.If it is, the SRG, Compression Settings and LOD Group settings are adjusted automatically. |
| Flip Normal Map Green Channel | Inverts the green channel on imported normal maps. |
| Import UDIMs | Detects if a texture uses UDIM patterns and imports it as a UDIM as needed. |
| File Extensions to Import as Long Lat Cubemap | Defines which file types need to be imported as Long Lat cubemaps. |
| Advanced | Defines how compression and texture size are handled during the import process. This menu contains the following options:
|
Importing Using Import Into Level
Assets can also be imported using the File > Import Into Level option.
The Interchange Import Into Level window
Import Into Level works with the following file formats:
Some options are unavailable when importing using this method. The following options are available:
Common
- Offset Translation
- Offset Rotation
- Offset Uniform Scale
Common Meshes
- Import Lods
- Vertex Color Import Option
- Vertex Color Override
- Build
- Recompute Tangents
- Use MikkTSpace
- Compute Weighted Normals
- Use High Precision Tangent Basis
- Use Full Precision UVs
- Use Backwards Compatible F16Trunc UVs
- Remove Degenerates
Common Skeletal Meshes and Animation
- Import Meshes in Bone Hierarchy
- Use T0As Ref Pose
Static Meshes
- Convert Static Meshes with Morph Targets to Skeletals
- Import Static Meshes
- Lod Group
- Collision
- Import Collision
- Import Collision According to Mesh Name
- One Convex Hull Per UCX
- Build
- Build Nanite
- Build Reverse Index Buffer
- Generate Lightmap UVs
- Two-Sided Distance Field Generation
- Enable Physical Material Mask
- Min Lightmap Resolution
- Source Lightmap Index
- Destination Lightmap Index
- Build Scale
- Distance Field Resolution Scale
- Distance Field Replacement Mesh
- Max Lumen Mesh Cards
Skeletal Meshes
- Import Skeletal Meshes
- Import Content Type
- Import Morph Targets
- Update Skeleton Reference Pose
- Create Physics Asset
- Build
- Use High Precision Skin Weights
- Threshold Position
- Threshold Tangent Normal
- Threshold UV
- Morph Threshold Position
- Bone Influence Limit
Animations
- Import Animations
- Import Bone Tracks
- Animation Length
- Frame Import Range
- Use 30Hz to Bake Bone Animation
- Custom Bone Animation Sample Rate
- Snap to Closest Frame Boundary
- Import Attributes as Curves or Animation Attributes
- Add Curve Metadata to Skeleton
- Set Material Curve Type
- Material Curve Suffixes
- Remove Redundant
- Do not import curves with only 0 values
- Delete Existing Animation Attributes
- Delete Existing Animation Curves
- Delete Existing Morph Target Curves
Materials
- Parent Material
Textures
- Import Textures
- Detect Normal Map Texture
- Flip Normal Map Green Channel
- Import UDIMs
- File Extensions to Import as Long Lat Cubemap
- Advance
- Prefer Compressed Source Data
- Allow Non Power of Two