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Importing

To import a source file, drag it from your file explorer into the Content Browser, or onto the viewport. The engine converts it into an asset in the current folder, and it appears right away.

KindSource formatsBecomes
Models.gltf, .glb, .fbx, .objStatic Mesh, or Skeletal Mesh + Skeleton + Animations
Textures.png, .jpg, .jpeg, .tga, .bmp, .dds, .hdrTexture
Audio.wavAudio Stream
Fonts.ttf, .otfFont

Models open an import dialog so you can choose what to pull in. It previews the meshes, materials, textures, skeleton, and animations found in the file, and lets you set the following.

OptionWhat it does
Import MeshesBring in the geometry.
Import SkeletonsBring in the bone hierarchy, for rigged models.
Import AnimationsBring in animation clips.
Import MaterialsCreate material assets from the file’s materials.
Import TexturesBring in embedded textures (shown when not importing materials).
ScaleA uniform scale applied on import.
Flip UVs / Flip NormalsFix models authored with a different convention.
Optimize MeshReorder vertices for better GPU cache use.
Merge MeshesCombine all meshes in the file into one asset.

A model with skinning becomes a Skeletal Mesh wired to its Skeleton; a plain model becomes a Static Mesh. Material slots are created from the file’s materials, you reassign them later in the mesh’s editor, or per entity with the mesh component’s Material Overrides.

Right-click an asset and choose Reimport From File… to swap its contents for a fresh read of a source file. The asset keeps its identity, so everything referencing it keeps working. This is what you want after editing the source in your DCC tool.

Models, textures, audio, and fonts all support it.

The Texture editor also has a Recook button, which re-reads the source without going through the dialog. It is useful after changing the color space.

Skeletal meshes are a set: if you reimport the mesh after changing its rig, reimport its skeleton and clips from the same source too, so they stay consistent. See Animation.