What problem does it solve? Imported assets that appear at the wrong scale, with flipped normals, washed-out textures, or broken reimport workflows are almost always import-settings problems. This Skill explains the Unreal Engine Interchange framework's three-stage pipeline (translator, pipeline stack, factory), the settings that control geometry and shading, and how import provenance is stored so reimport stays predictable. ## Core Features & Use Cases - Interchange vs Legacy FBX: Understand when FBX, glTF/GLB, OBJ, images, and audio route through Interchange versus the legacy UFbxFactory path, and how to toggle between them. - Mesh and Texture Settings Reference: Source-verified property tables for UInterchangeGenericMeshPipeline and UInterchangeGenericTexturePipeline covering Nanite, lightmap UVs, collision prefixes, sRGB, compression, and UDIMs. - Programmatic and Custom Pipelines: C++ examples for UInterchangeManager::ImportAsset/ImportAssetAsync, batch import with bIsAutomated, and subclassing UInterchangePipelineBase to enforce project conventions. - Use Case: A character mesh from Blender imports at 100x scale with broken shading. Use this Skill to diagnose bConvertSceneUnit and axis conversion settings, fix the DCC export, and set up a repeatable reimport workflow via UInterchangeAssetImportData. ## Quick Start Ask the assistant to diagnose why an FBX mesh imported from Blender appears at the wrong scale and with inverted shading in Unreal Engine 5.