====== Importing the .FBX File ====== After finishing the mesh and rigging process in Blender and exporting the vehicle correctly (see [[manual:subwaysim:vehicle_development:blender_rigging|Creating a Vehicle in Blender (Rigging)]]), the next step is importing the FBX file into Unreal Engine. This step is **critical**, as incorrect import settings or an inconsistent asset workflow can cause problems later when creating: * physics assets * animations * vehicle Blueprints * material and repaint setups ---- ===== Preparing the Folder Structure ===== Before importing the FBX file, we strongly recommend setting up a **clean and well-organized folder structure** inside your plugin. A consistent structure: * avoids asset duplication * simplifies maintenance * scales well for larger vehicles and variants In the **Content Drawer**, navigate to your plugin content folder: `[Plugin_Name]_Content` Create the following base structure: * Vehicles * TestVehicle * Meshes * Materials * Textures Depending on the complexity of the vehicle, additional subfolders are recommended: * Exterior * Interior * Cab This structure allows a clear separation of responsibilities and keeps vehicle assets manageable. ---- ===== Importing the FBX File ===== Once the folder structure is prepared, navigate to: `Vehicles / TestVehicle / Meshes / Exterior` With this folder selected in the Content Drawer: * click **Import** * select your exported FBX file After selecting the file, the Unreal Engine **FBX Import Dialog** will open. ---- ===== FBX Import Settings ===== In the import dialog, several settings must be configured correctly to ensure a clean and maintainable result. Please refer to the screenshots below showing the **recommended import settings**. ⚠️ **Important note about materials and textures** For vehicle development using the SubwaySim SDK, it is **strongly recommended** to: * **Disable automatic material creation** * **Disable automatic texture import** Recommended settings: * Import Mesh: enabled * Import Skeletal Mesh: enabled (if applicable) * Import Animations: enabled only if animations are included * **Import Materials: disabled** * **Import Textures: disabled** These settings ensure full control over the material workflow and prevent unnecessary duplication. Once all settings are verified, confirm the import. **Import .FBX to Static Mesh:** {{:manual:subwaysim:blender_rigging:blender4.png?direct&200|}} {{:manual:subwaysim:blender_rigging:blender5.png?direct&200|}} **Import .FBX to Skeletal Mesh:** {{:manual:subwaysim:blender_rigging:ue5import1.png?direct&200|}} **Import .FBX with Animations:** {{:manual:subwaysim:blender_rigging:ue5import2.png?direct&200|}} ---- ===== Why Automatic Material Generation Is Not Recommended ===== When Unreal Engine automatically generates materials during FBX import, it creates: * one **new Material asset per FBX material** * no reuse of existing Master Materials * no use of Material Instances This leads to several common issues: * duplicated materials across vehicles and variants * inconsistent shading and parameters * increased maintenance effort * poor scalability for larger projects * problems when creating repaints or liveries For small test projects this behavior may be acceptable, but for **production-ready mods and SDK-based vehicle development**, it is **not recommended**. Instead, materials should be: * created manually * based on shared Master Materials * reused via Material Instances where possible ---- ===== Organizing Imported Assets ===== After the import process is complete, Unreal Engine will generate the following assets automatically: * a **Skeletal Mesh** (main vehicle mesh) * a **Physics Asset** * a **Skeleton** ⚠️ **Materials and textures are NOT generated automatically** when automatic import is disabled (recommended). Instead, proceed as follows: * Import textures manually into the **Textures** folder * Create Materials or Material Instances manually in the **Materials** folder * Assign materials to the Skeletal Mesh explicitly Recommended asset organization: * Textures → **Textures** * Materials / Material Instances → **Materials** * Skeletal Mesh, Physics Asset, Skeleton → **Meshes** This keeps the vehicle setup clean and avoids hidden dependencies. ---- ===== Result ===== At this point: * the vehicle mesh is correctly imported * assets are cleanly structured * no unnecessary materials or textures were generated * the project is ready for further setup You can now continue with the next step: * [[manual:subwaysim:vehicle_development:physics_assets|Creating Physics Assets]] {{page>manual:footer}}