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Table of Contents
Importing the .FBX File
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 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.
