After finishing the mesh and rigging process in Blender and exporting the vehicle correctly (see 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:
Before importing the FBX file, we strongly recommend setting up a clean and well-organized folder structure inside your plugin.
A consistent structure:
In the Content Drawer, navigate to your plugin content folder:
`[Plugin_Name]_Content`
Create the following base structure:
Depending on the complexity of the vehicle, additional subfolders are recommended:
This structure allows a clear separation of responsibilities and keeps vehicle assets manageable.
Once the folder structure is prepared, navigate to:
`Vehicles / TestVehicle / Meshes / Exterior`
With this folder selected in the Content Drawer:
After selecting the file, the Unreal Engine FBX Import Dialog will open.
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:
Recommended settings:
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:
Import .FBX to Skeletal Mesh:
Import .FBX with Animations:
When Unreal Engine automatically generates materials during FBX import, it creates:
This leads to several common issues:
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:
After the import process is complete, Unreal Engine will generate the following assets automatically:
⚠️ Materials and textures are NOT generated automatically when automatic import is disabled (recommended).
Instead, proceed as follows:
Recommended asset organization:
This keeps the vehicle setup clean and avoids hidden dependencies.
At this point:
You can now continue with the next step: