High-level concept explanations, detailed tutorials, performance considerations, shortcuts and other useful content that aims to improve your Unreal Engine 4 development journey.
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.
These should be exported using the FBX format.
Within the export configuration window, tick the Smoothing Groups, Triangulate and Preserve Edge Orientation options under the Geometry section.
It is generally recommended to disable all other configuration properties so it is clear which properties of the mesh will be imported.
These should be exported using the FBX format.
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.
Proceed to tick the Animation option under the Animation section and Deformations and Skins options under the Deformations section.
It is generally recommended to disable all other configuration properties so it is clear which properties of the mesh will be imported.
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.
When importing Static Meshes, the following import parameters require attention:
Auto Generate Collision (Enable)
Generate Light Map UVs (Enable but may want to disable depending on the UVs that have been added from the DCC application)
Transform Vertex to Absolute (Enable)
Import Materials (Disable unless materials are exported within the mesh)
Import Textures (Disable unless textures are exported within the mesh)
When importing Skeletal Meshes, the following import parameters require attention:
Skeletal Mesh (Enable)
Import Animations (Enable)
Import Materials (Disable unless materials are exported within the mesh)
Import Textures (Disable unless textures are exported within the mesh)
This is useful for ensuring Unreal is using the latest version of a modified asset.
This can be achieved in a variety of methods:
Right click within the Content browser the asset and select Reimport
Within the asset viewer window select the Reimport button from the toolbar
Drag & Drop the asset from a file browser window into the Content browser
This feature works by constantly monitoring defined directories for any changes. When a change occurs, the modified asset is automatically re-imported into Unreal.
To configure this functionality, define Directories to Monitor under the Auto Reimport section of Loading & Saving tab within the Editor Preferences.
It may prove beneficial to enable the Monitor Content Directories parameter within the same section.
Entire levels can be imported from DCC applications into Unreal.
This supports a single import which can include all of the following:
Static meshes
Skeletal meshes
Animations
Materials (limited import support)
Textures
Rigid mesh
Morph targets
Cameras (without any animation)
Lights
This can be done by selecting the Import Into Level… option under the Actors section within the File menu.
Any importable assets can also be exported from Unreal.
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.
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.