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Integration · Unreal Engine 5

Use Vi3W models in Unreal Engine 5, as glTF or FBX

Export the model from Vi3W as GLB or FBX and drag it into the Unreal Content Browser; Unreal Engine 5 imports both natively.

Export-compatibleNo plugin: export a file from Vi3W and import it here.

  • .glb
  • .fbx
  • .obj

Quick answer

How do you import Vi3W models into Unreal Engine?

Export the model from Vi3W as GLB or FBX and drag it into the Unreal Content Browser; Unreal Engine 5 imports both natively. glTF brings its metallic-roughness PBR material across with the mesh. On import you can enable Nanite for the static mesh, then place it in your level like any other asset.

Setup

From Vi3W to Unreal Engine 5, step by step.

Steps checked against the Unreal Engine 5.8 documentation, October 2026.

  1. Export from Vi3W as GLB. It keeps the mesh and PBR textures in one file. FBX works the same way if your pipeline standardises on it.
  2. Drag the file into the Content Browser, or use Import. Unreal shows its import options first.
  3. Choose the static-mesh options. For dense, detailed props in an Unreal Engine 5 project, enable Nanite so the engine handles level of detail automatically. For lighter assets, standard LODs are fine. See level of detail.
  4. Check scale. Unreal measures in centimetres, while glTF stores metres, so compare the imported asset against a known object, such as the default mannequin or a 1 m cube. A model that arrives 100 times too small or large has a unit mismatch. Fix it at the source, or with the Import Uniform Scale option.
  5. Check the material. Open the generated material and confirm the base colour, normal and roughness textures are connected. Normal maps should follow Unreal's DirectX convention. See PBR materials.

Example: Batch import (Python)

You can also import from a script.

Python · Unreal Editor
import unreal

task = unreal.AssetImportTask()
task.filename = "C:/path/to/your-model.glb"
task.destination_path = "/Game/Vi3W"
task.automated = True
task.save = True

unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])

Formats that work with Unreal Engine 5

File formats

Formats that work with Unreal Engine 5, in order of preference.

  • GLBGLB / glTF 2.0native import
  • FBXFBXnative import
  • OBJOBJ

What doesn’t carry across

  • No Unreal plugin. You export a file and import it. There is no live link between Vi3W and the editor.
  • Static meshes only. No skeletons or animation, so no Skeletal Mesh or animation retargeting from a Vi3W export alone.
  • Single objects, not levels. Vi3W generates individual assets. Level layout, lighting and collision setup happen in Unreal.
  • Collision is not included. Add simple collision in the Static Mesh Editor, or let Unreal generate it, before using an asset in gameplay.

Common issues

Questions Unreal Engine 5 users actually ask.

How do I set scale when importing an FBX file from Blender?

Unreal works in centimetres and Blender in metres, so mismatches show up as models 100 times too big or small. Either set Blender's scene to centimetres (Unit Scale 0.01, Length in centimetres) before modelling and exporting, or correct it on import with Import Uniform Scale. Fixing it at the source keeps animations and attached objects consistent.

Is it possible to import gLTF files without pressing import every time?

Yes. Since Unreal Engine 5.1's new import pipeline, you can drag many glTF files into the Content Browser at once, according to Epic's reply in the thread. For large batches with consistent settings and target folders, script the import with Unreal's Python API, which can loop over hundreds of files without a dialog for each one.

Is there a tried and tested way to export FBX files for Unreal Engine from Blender?

Yes. Apply all transforms, then in Blender's FBX exporter set Smoothing to Face (or Normals Only), export only the selected objects, and keep one mesh per asset. The "no smoothing group" warning comes from exporting without smoothing data. Near-zero binormal warnings usually point to degenerate faces or missing UVs, so clean the mesh first. Or skip FBX and import glTF.

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