Export
Export to Unreal 5
Export a character to Unreal Engine 5 with the correct units, naming, packing and setup script.
Export
- Open Export on the rail, or choose File > Export (Cmd+E).
- Pick the Unreal 5 pill.
- Check the Target and the output folder. Read the one-line summary.
- Press Export to Unreal 5.
- The result card shows Show in Finder (Explorer on Windows) and any warnings.
What the Unreal 5 profile sets
| Setting | Value |
|---|---|
| Model format | FBX |
| Units | Centimetres |
| Influences per vertex | 8 |
| Normal convention | DirectX |
| Texture packing | Unreal ORM (R = AO, G = roughness, B = metallic) |
| Names | SK_, SM_, M_, T_ prefixes |
What you get
<out>/<Name>.fbx the model
<out>/textures/T_<Material>_<Slot>.* packed textures
<out>/<Name>.cloth.json cloth parameters (if any)
<out>/<Name>.mtpackage.json manifest
<out>/mf_setup_unreal.py Unreal setup script
Garments are written as wearables (<base>.items.json) and skin to the body’s skeleton. Collision proxy files are written if you ask for them.
Import into Unreal
- Import the FBX into your Unreal project.
- Run the setup script (
mf_setup_unreal.py) from the Unreal editor to apply the settings written in the package. - Check the character in a level. Look at the warnings from the export card first.
Check before you ship
Run Tools > Game-Ready Check. It checks triangles per level of detail, influences per vertex, materials per mesh, texture memory and bone count against the budget for your Target. A package that imports with warnings is not done.
Customize
Customize (collapsed) holds the overrides: Content, Mesh & textures, Cloth & physics, Levels of detail and Output. Press Save as preset to keep your choices. See Other formats and Targets.