How To Import Using the Import Button

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Prerequisite Topics

This page assumes you have prior knowledge of the following topics. Please read them before proceeding.

Before getting started: Download and extract sample assets from the following link.

We typically use the Content Browser's Import feature to add content to our UE4 projects. ContentBrowserImportCoverImg.png

Goals

The focus of this brief guide is to introduce you to one of the many features that can be used to import content into the Unreal Editor.

Objectives

After going through this guide, you'll know:

  • How to use the Content Browser's Import feature.

Using the Content Browser's Import Feature

  1. In the Content Browser, click Import.

    ImportButton_UI.png

  2. Locate and select the Basic_Asset1.fbx, Basic_Asset2.FBX, T_Rock_04_D.TGA, and T_Rock_04_n.TGA content files.

    ImportingContent_Step2.png

  3. Click Open to begin importing the content files to your project.

    ImportingContent_Step3.png

Importing Assets

  1. The FBX Import Options dialog box should now appear in UE4. To complete the import process, click Import All.

    FBX_ImportOptionsDialogBox.png

    There are two import buttons available to us in the FBX Importer. The first option we have is the Import button, allowing us to import the currently selected FBX file with our specified settings. The second option we have is the Import All button, allowing us to import all of the currently selected FBX files with our specified settings.

    For more information on the settings available to us in the FBX Importer, go to the FBX Import Options Reference page.

  2. During the import process, a confirmation box appears in the lower right corner of the Unreal Editor, showing us the status of the import process. Click OK to ensure that T_Rock_04_n.TGA is processed as a normal map.

    TextureDialogBox.png

    UE4 batch imports supported image files for you.

    If you see the following pop-up message:

    TextureImportMessage.png

    UE4 just prevented you from importing an unsupported image file.

    Also, if you see the following pop-up message:

    nonpoweoftwowarning.png

    UE4 is telling you that odd-sized images aren't streamed or mipmapped.

  3. Unsaved assets are marked with an asterisk.

    UnsavedAssets.png

  4. Click the Save All button to save the imported meshes.

    SaveAllButton_UI.png

  5. After the Save Content dialog box appears, go ahead and click Save Selected to save your imported asset.

    SaveSelectedButton_UI.png

  6. After clicking on the Save Selected buton, UE4 removes the asterisk, indicating that the assets have been successfully saved.

    SavedAssets.png

Verifying Imported Assets

If you're new to UE4, it's generally a good practice to verify that *.uasset files were imported properly onto the hard disk.

  1. In the Content Browser, right-click the 'Content' folder to open the Folder Options dialog box (pictured below).

    FolderDialogBox_UI.png

  2. Under Folder Options, click 'Show In Explorer' (pictured below).

    ShowInExplorer_Selection.png

  3. With Explorer open, verify that UE4 created the corresponding *.uasset files for your project (pictured below).

    ImportedAssets_Explorer.png

Now that we've reached the end of this brief guide, you've learned:

✓ How to use the Content Browser's Import feature.