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.
Supported formats
Section titled “Supported formats”| Kind | Source formats | Becomes |
|---|---|---|
| Models | .gltf, .glb, .fbx, .obj | Static Mesh, or Skeletal Mesh + Skeleton + Animations |
| Textures | .png, .jpg, .jpeg, .hdr | Texture |
| Fonts | .ttf, .otf | Font |
Importing a model
Section titled “Importing a model”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:
| Option | What it does |
|---|---|
| Import Meshes | Bring in the geometry. |
| Import Skeletons | Bring in the bone hierarchy, for rigged models. |
| Import Animations | Bring in animation clips. |
| Import Materials | Create material assets from the file’s materials. |
| Import Textures | Bring in embedded textures (shown when not importing materials). |
| Scale | A uniform scale applied on import. |
| Flip UVs / Flip Normals | Fix models authored with a different convention. |
| Optimize Mesh | Reorder vertices for better GPU cache use. |
| Merge Meshes | Combine 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.
Reimporting
Section titled “Reimporting”- 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.