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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, .hdrTexture
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:

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.

  • Textures can be reimported in place. The Texture editor has a Recook button that re-reads the source file, useful after you change the color space.
  • Models do not reimport in place yet. Dragging the source file in again creates a new, separate asset rather than updating the existing one.