Use the glTF exporter to export individual Assets or the current Level to one of the following formats:
Format |
Description |
---|---|
JSON |
Includes the following elements, saved separately in a directory you specify:
|
Binary |
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
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
Option |
Description |
---|---|
Export Uniform Scale |
Scales exported Assets to compensate for differences in units. |
Export Preview Mesh |
When enabled, the glTF exporter exports the preview mesh for a standalone animation or Material Asset. |
Strict Compliance |
When enabled, the glTF exporter truncates some values to strictly conform to the formal glTF specification. For example it:
It can be difficult to troubleshoot errors caused by out of range values. Although some glTF importers and viewers accept them, or truncate them automatically, we recommend leaving the Strict Compliance setting enabled in most cases. |
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. |
Include Generator Version |
When enabled, the glTF exporter includes version info for Unreal Engine and the glTF exporter plugin in the exported glTF files. |
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. |
Export Unlit Materials |
When enabled, Materials that use the Unlit shading model are exported correctly. |
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. |
Export Extra Blend Modes |
When enabled, the glTF exporter correctly exports Materials that use the following blend modes:
The glTF exporter uses the EPIC_blend_modes extension, which is supported by Unreal Engine's glTF viewer, to export Materials that use these blend modes. For more information, see Blend Mode 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. |
Mesh Options
Option |
Description |
---|---|
Default Level Of Detail |
Default LOD level used to export a mesh. |
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. |
Animation Options
Option |
Description |
---|---|
Export Level Sequences |
Specifies whether the glTF exporter exports Level Sequences. It only supports transform tracks. |
Export Animation Sequences |
Specifies whether the glTF exporter exports a single animation Asset used by a Skeletal Mesh Component. |
Export Playback Settings |
Specifies whether to export the following information for Animations or Level Sequences.
This setting uses the EPIC_animation_playback extension, which is supported by Unreal Engine's glTF viewer. |
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. |
No Lossy Image Format For |
Specifies whether to use lossless image formats for textures that are more sensitive to compression artifacts. These include the following texture types:
|
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. |
Export Lightmaps |
When enabled, the glTF exporter exports lightmaps created by Lightmass when you export a level. |
Texture HDR Encoding |
Specifies how the glTF exporter encodes textures that have pixel colors with more than 8-bit per channel.
This setting uses the EPIC_texture_hdr_encoding extension, which is supported by Unreal Engine's glTF viewer. |
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 according to mobility. |
Export Cameras |
Specifies whether to export Camera Components. |
Export HDRI Backdrops |
Specifies whether to export HDRIBackdrop Blueprints. |
Export Sky Spheres |
Specifies whether to export SkySphere Blueprints. |
Variant Sets Mode |
Specifies whether to export Level Variant Set Actors, and if so, how to export them.
|
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.
|
Export Mesh Variants |
Specifies whether to export Variants that change the Mesh property on a Static Mesh or Skeletal Mesh Component. |
Export Visibility Variants |
Specifies whether to export Variants that change the Visible property on a scene Component. |