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
Level 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. |
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. |
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. |
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. |
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. |
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. |
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. |
Export Cameras |
Specifies whether to export Camera Components. |
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.
|