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manual:subwaysim:vehicle_development:import_fbx

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Importing the .FBX File

After finishing the mesh and rigging process in Blender and exporting the vehicle correctly (see the previous chapter), the next step is importing the FBX file into Unreal Engine.

This step is critical, as incorrect import settings or a poor folder structure can lead to issues later when creating physics assets, animations, or vehicle Blueprints.

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 helps avoid errors and keeps larger vehicle projects maintainable.

In the Content Drawer, navigate to your plugin content folder:

[Plugin_Name]_Content

Create the following folder structure:

  • Vehicles
    • TestVehicle
      • Meshes
      • Materials
      • Textures

Inside these folders, further subfolders are recommended depending on the complexity of the vehicle, for example:

  • Exterior
  • Interior
  • Cab

This structure allows you to clearly separate different parts of the vehicle and makes it easier to manage assets later on.

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 and choose your exported FBX file from your file system.

After selecting the FBX file, the Unreal Engine FBX Import Dialog will open.

FBX Import Settings

In the import dialog, several important settings must be configured correctly to ensure a usable result.

Please refer to the provided screenshots showing the correct import settings. These settings are essential for proper skeletal mesh creation, animation compatibility, and physics setup.

Once all settings are verified, confirm the import.

Organizing Imported Assets

After the import process is complete, Unreal Engine will generate several assets automatically:

  • A Skeletal Mesh (the main vehicle mesh)
  • A Physics Asset (automatically generated)
  • A Skeleton
  • All referenced Materials
  • All referenced Textures

At this point, it is important to sort these assets properly.

Move the assets as follows:

  • Textures → move into the Textures folder
  • Materials → move into the Materials folder
  • Skeletal Mesh, Physics Asset, and Skeleton → keep them in the Meshes folder

This can be done easily using Drag and Drop inside the Content Drawer.

Once all assets are correctly sorted and organized, the FBX import process is complete.

You can now continue with the next step: creating and refining the Physics Asset for your vehicle.


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2025/12/12 12:06 · dcs
manual/subwaysim/vehicle_development/import_fbx.1765905571.txt.gz · Last modified: by dcs

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