How To Import Static Meshes

Prerequisite Topics

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

We can import static meshes into Unreal Engine from external 3D modeling applications, such as 3DS Max, Maya or Blender. Although we're using 3DS Max and Maya to illustrate this lesson's goal, you can import static meshes into Unreal Engine from any 3D modeling application with a save feature.

Before getting started: Please make sure you have access to a 3D modeling application.

Goals

The focus of this guide is to show you how to import static meshes from external 3D modeling applications.

Objectives

After going through this guide, you'll know:

  • How to import static meshes into Unreal Editor from external 3D modeling applications.

  • How to verify that static meshes were imported properly.

The UE4 FBX import pipeline uses FBX 2014. Using a different version during export may result in incompatibilities.

Choose Your 3D Art Tool

Autodesk Maya

Autodesk 3ds Max

Importing Static Meshes from External 3D Modeling Applications

  1. Select the mesh(es) to be exported in the viewport.

    maya_export_1.png

  2. In the File menu, choose Export Selection (or Export All if you want to export everything in the scene regardless of selection).

    maya_export_2.png

  3. In the Export dialog box:

    • Choose the Content folder inside your UE4 Project (1)

    • Enter a name for the file and set it to FBX Export (2)

    • Set your Export Options (3)

    • Click Export All (4)

    maya_export_3.png

    The settings in the Geometry category above are the most basic requirements for exporting Static Meshes to Unreal Engine 4.

  4. Browse to the Content folder of your Project. You will see that your FBX file has been added.

    maya_export_4.png

  5. If you have the UE4 Editor open (or next time you run it) you will be prompted with an FBX Import Options dialog, click Import or Import All.

    max_export_6.png

    You can leave the default options for importing. Refer to FBX Import Options Reference for more information on each option.

  6. Your asset has now been imported and you can drag-and-drop it from the Content Browser into your level.

    max_export_7.png

    In the example above (as part of our Import Options), we imported Materials and Textures.

  1. Select the mesh(es) to be exported in the viewport.

    max_export_1.png

  2. In the File menu, choose Export Selected (or Export if you want to export everything in the scene regardless of selection).

    max_export_2.png

  3. Choose the Content folder inside your UE4 Project (1) and a name for the FBX file (2) then click the max_save_button.jpg button.

    max_export_3.jpg

  4. Set your options in the FBX Export dialog, then click the max_ok_button.jpg button to create the FBX file containing the mesh(es).

    max_export_4.png

    The settings in the Geometry category above are the most basic requirements for exporting Static Meshes to Unreal Engine 4.

  5. Browse to the Content folder of your Project. You will see that your FBX file has been added.

    max_export_5.png

  6. If you have the UE4 Editor open (or next time you run it) you will be prompted with an FBX Import Options dialog, click Import or Import All.

    max_export_6.png

    You can leave the default options for importing. Refer to FBX Import Options Reference for more information on each option.

  7. Your asset has now been imported and you can drag-and-drop it from the Content Browser into your level.

    max_export_7.png

    In the example above (as part of our Import Options), we imported Materials and Textures.

Verifying Imported Static Meshes

Double-click the imported mesh to view it in the Static Mesh Editor.

Verify that the asset imported properly by viewing the imported mesh in the Static Mesh Editor.

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

✓ How to import static meshes into Unreal Editor from external 3D modeling applications.
✓ How to verify that static meshes were imported properly.