Export

Export to Unreal 5

Export a character to Unreal Engine 5 with the correct units, naming, packing and setup script.

Export

  1. Open Export on the rail, or choose File > Export (Cmd+E).
  2. Pick the Unreal 5 pill.
  3. Check the Target and the output folder. Read the one-line summary.
  4. Press Export to Unreal 5.
  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

  1. Import the FBX into your Unreal project.
  2. Run the setup script (mf_setup_unreal.py) from the Unreal editor to apply the settings written in the package.
  3. 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.