importing-content

Import meshes, textures, and audio into Unreal Engine via the Interchange framework and legacy FBX pipeline.

1|Updated Sep 6, 2026
One-click install
npx skills add https://github.com/ziyarduc/Baran-bk-game --skill importing-content-ziyarduc
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: importing-content
Source: https://github.com/ziyarduc/Baran-bk-game/tree/main/.agents/skills/importing-content
Command: npx skills add https://github.com/ziyarduc/Baran-bk-game --skill importing-content-ziyarduc

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

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.

Frequently Asked Questions about importing-content

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I import FBX and glTF assets into Unreal Engine programmatically?▼

Use UInterchangeManager::ImportAsset or ImportAssetAsync with a UInterchangeSourceData created from the file path. Set FImportAssetParameters::bIsAutomated to true to suppress dialogs for unattended batch import, and optionally override the pipeline stack via OverridePipelines.

Why does my mesh import at the wrong scale in Unreal Engine?▼

Wrong scale is almost always a DCC export unit mismatch or a bConvertSceneUnit setting issue. Unreal uses centimetres and a left-handed Z-up system; export at 1 unit = 1 cm from the DCC and keep bConvertScene and bConvertSceneUnit enabled rather than rescaling actors.

What is the difference between Interchange and the legacy FBX importer?▼

Interchange is the modern three-stage framework (translator, pipeline stack, factory) and handles FBX by default in UE 5.8 plus glTF, OBJ, images, and audio. The legacy UFbxFactory path handles FBX only and can be restored with the console variable Interchange.FeatureFlags.Import.FBX 0.

Why do my normal maps look wrong after texture import?▼

Normal maps require sRGB turned off and Normalmap (BC5) compression; sRGB enabled on data maps breaks lighting. The bDetectNormalMapTexture setting fixes this automatically for recognized textures, and bFlipNormalMapGreenChannel must match your DCC's DirectX or OpenGL convention.

How does reimport work with Interchange in Unreal Engine?▼

Every imported asset stores a UInterchangeAssetImportData subobject containing the source file path, pipeline stack, translator settings, and node container snapshot. Call UInterchangeManager::ReimportAsset or ReimportAssetAsync to replay the original pipeline against the source file.

Can Interchange import assets at runtime in a packaged build?▼

Yes, Interchange supports runtime import while the legacy FBX importer is editor-only. You must add the Interchange runtime content folder to Additional Asset Directories to Cook in packaging settings and use ImportAssetAsync rather than the synchronous blocking call.