Thank you so much! Very helpful. Clear, no water, and detailed. I already thought that it is impossible to transfer objects with textures from UE5 to Blender, because on TH-cam everyone transfers from Blender to UE5. You are the hero of my day!
Thanks much for the kind words, and you're welcome! And yeah, there are a few resources out there on getting Unreal stuff out, but it usually involves a headache. But back a little before this video, they added the GLTF export as a plugin. Bonus!
Thanks! I've considered the notion of background music before 😂, but so far it's just seemed like something that would make my voice harder to discern and also increase the time investment. Glad you liked it 😁
I tried to connect all the textures manually to decompose all the textures into channels, but it turns out this is done automatically. Thank you very much, you saved me a lot of time!
Yep, if you get into complex materials and shaders it's still icky to try to get it looking just right, but 3D is a damned steep learning curve, and it's nice when we can reduce the almost-as-bad learning curve of moving your assets between programs. xD
hey I have a question, how come when trying to export a mesh from UE5 using GLTF, when I import it into blender, the mesh is extremely low poly count? It's like the level of detail went down so hardcore when importing it into blender. Thank you!
That will not happen by default. Just to double check, I ran through the same model as in the video to take a look, checking the statistics in Unreal vs. Blender after import. Most of the building's objects had an identical tri count, with the exception of the roof, and that was not a (relatively) large difference, ~574,000 vs ~579,000 tris. I'm guessing that difference has something to do with the formats and how they handle vertices or something, but definitely was not low poly. I think this is probably Unreal's doing via the LOD settings. Try opening up your mesh in the editor and make sure any LOD/Automatic LOD settings are turned off.
Yes, that has already been beaten to death in other comments 😂. Truth is I didn't take an honest look at it, and it was just one of the first free results that came up when I searched "Japanese building."
I would need to know how it happened first, but smoothed and different poly count are two different things. Are both of those definitely happening? Did you, perhaps, import multiple objects and compare the poly count of a single object in Unreal vs the entire scene in Blender? I have heard of the opposite problem--in which you have fewer polys in Blender because of the LOD setting in Unreal (which you would want to disable), but never higher poly count.
@@Holonet01 no, the topology is same. But it’s like when exporting, subdivision surface modifier has been applied. In unreal the poly counts are less and they are low poly but when I imported those fbx into Maya they have much larger poly counts and in blender also. They look like when you have applied subdivision surface modifier . Sorry my English, I can also show you the screenshot if you are not able to understand this.
When I get to the export selected part doing this exact model, I get the warnings "Maximum value (-1) used in indices accesor for mesh SM_WallSetB (section), this may not be supported on some glTF viewers. I get that for WallSets A, B, C, F, G and L. When I open import in Blender the floor and some walls are there but not others. Thoughts?
Well for the sake of reproducing, what version of Unreal & Blender are you using? It's normal to get some warnings vis-a-vis the gltf format, but not missing pieces hopefully 😋.
@@doughnut101 If you have 5.3 I would say give that a try. I've flipped over to Linux and just tried in 5.4.1 and I get those errors as well, and a Python crash halfway through the Blender (4.1.1) import as well 🧐. I'm suspicious that something changed in the Unreal version, or maybe in the gLTF exporter plugin itself. I'll try installing 5.3 as well when i get a chance.
every time i try to import it into blender it just doesn't show up? when i turn on statistics it shows that there is somethings selected and tells me the faces, ect.. it also shows up in the scene collection so i'm not sure what might be the problem.
I've seen an issue in Blender (with a plugin, not typical operation) where the object is there but doesn't show up. I don't see how it'd happen here, but one thing to check quick is select it in the outliner, tab into and out of Edit mode. Other than that, could you let us know your OS & versions? I still haven't had time to try to set up a hackintosh, but Mac has been a problem, apparently. I've also duplicated one other issue mentioned here in Linux (though different).
It should be, as long as their gltf exporter does the job, as gltf supports animations. It might take some tweaking of settings, it might not. Best suggestion I have is try it :)
Yeah instead of putting the objects in a collection in Blender, you can just join them (ctrl+j I believe) into a single object. I think it would just depend on what your intent was. If the import does everything you need, then that might make sense. You might not want to do that in some cases--as with this building, of course, it's designed to be modular to an extent and you can create variations on it. So for something like that, you'd want to keep them separate, or perhaps in "sub" collections for organization.
Without having seen you do it, that's somewhat impossible to answer, but I can throw a few guesses out in case they trigger an "a-ha" moment :). The low-hanging fruit would be selecting the binary .gltf format instead of the regular one. If you're new to Blender, it might be as simple as not selecting material or render preview to have a look at them. I'd be curious what you see in the shader editor if you click through a couple materials after the import. On the other hand, it's possible that you're exporting something complicated that doesn't play well with the format, like maybe absurdly large UDIM materials or something, but then we degenerate to wild guessing. If you have an example Unreal model that is not working, I can take a sanity check of it.
Forgive me if I missed it in the video, when I export like you did it turns my model gray, and doing what you did to make the colors show up doesn't work. Do I have to import the textures manually on each item?
No you shouldn't need to do it manually, that's the whole benefit, or so I hope 😅. I think this happens if you select the binary gltf instead of the regular one. I'm not at my computer right now, but that would be my first guess. Lemme know if that helps.
I'm having an issue where exporting with these exact settings gives me the object in blender without the base texture, and I can't figure out why. Was something changed in the newer verisons of unreal or is there a setting I'm missing?
Yeah Imma come back to this. Were you actually able to do it in 5.3 but not 5.4? I'll just be a spell before I can test it, I'm in the process of ditching Windows (not the first time xD), and I just procured me a 4 TB drive, which is bare bones for finding space for 2 Unreal installations LOL.
@@Holonet01 Tried 5.4, 5.3, and 5.1 I don't get it. Even on 5.1 if I try to export it then import it back into unreal it shows as black. Only the normal map gets exported. The only difference I can think of between what you did in the video and what I did is that you're on windows and I'm on mac. Have you tried this recently to see if it still works? Btw I tried both .glb and .gltf and the assets I'm trying to export are the simple chairs and tables from the props folder of the starter map.
@@Holonet01 Even made a short video showing the process in 5.1 please let me know if you notice anything that I missed when exporting. th-cam.com/video/HVGeLLTvsdU/w-d-xo.html
Oh ok, so being on a Mac is definitely a variable, but first thing I notice is you are exporting the (Binary) version, you don't want that (it packs the textures in the file and Blender doesn't seem to like mapping them in that case). There should be two GLTF options, one that says (Binary) and one that does not. You want the one that does not. Check out 2:50 in the video to see the difference. Additionally, I can't say if this is apples to apples because you're not using the same model (you can grab it--it's free). I don't know what material settings are on that cube. Don't get me wrong, I doubt that's a problem, but just in the interest of reducing variables.
Hey thanks for the video! I'm trying to do this on my mac but the application keeps going unresponsive everytime I get to downloading the meshes I have selected. Any recommendations on how to make the download go through? I have 16gb of ram so it should be enough
Follow up on this, I ended up just doing it on my pc and it worked! Unfortunately, the meshes I downloaded had loads of different materials in Unreal and in blender they all just got assigned 1 of them. I'm not seeing a way to assign multiple materials to 1 mesh like Unreal can. Any help would be appreciated!
Yeah you're the second person I've seen have trouble and be on a Mac. I recently ditched Windows for Linux (haven't fully tested yet), but I don't have a Mac. I do have an iPhone so I might see if it's possible to VM a Mac since I at least have that Appe ID, but I can't test this out just yet. If we can establish an issue with the gltf exporter on Mac, then maybe it becomes an Unreal bug report 🤔
@@AwesomOzs Ah sorry, didn't really answer your 2nd question =P. Which asset were you using (if it's an Unreal Marketplace asset)? I'm kinda curious myself, I didn't really look deeply into the actual material, I presume it was multiple materials just from the number of textures it spit out. I'll take a look and see if I see anything similar, at the very least.
@@Holonet01 Its the current free for the month, Modular SciFI Indoor Outdoor Environment Pack. At first I tried to just grab a ton of them at once but eventually started trying 1 at a time. Swapped over to the pc and it worked except for the Materials. Its specifically on the building pieces, the smaller tech pieces look fine. All of the buildings are the same material lol except for the glass
Depends, but first thing is, make sure you are using Unreal 5, and I think it was an external plugin for a spell prior to being there by default. Here's the actual plugin page: www.unrealengine.com/marketplace/en-US/product/gltf-exporter?sessionInvalidated=true You can add it from there if nothing else. It looks like it says there, that it's also for 5.0, so it might be that it's only in by default as of 5.1.
i is big time confuzed. i made a little test landscape, plopped 5 trees and 5 bushes on there. grouped it and exportet but its super buggy in blender. there is nothing to see (but 4 trees placed in 4 corners)
Hmm, I'd only be guessing, but my first thoughts are if there are any peculiarities regarding which Unreal and/or Blender version you're using, maybe how the models were made. Or, it's throwing any errors before the export, that could indicate a problem as well. Another thought is an asset that wasn't made for whatever version of Unreal you're using, but from your wording, it sounded like you created them right in there. I haven't done modeling from Unreal or anything, but if you throw up a Google Drive link or equivalent to a test Unreal project, I can take a look and see if anything jumps out.
I think the lights would be separate objects in Unlreal, wouldn't they? I'm not sure a light would be considered a "model" which you would import or export via gltf. In any case, lighting is never going to be identical when you have different render engines, so it would probably be better to just plop the lights you want in the scene after import if that's what you're after. Or, if you're planning to export them to a different game engine, to create the lights in said game engine.
Sure, that would be even simpler, I think. And, if you don't want the textures and get them anyway, I would just delete them from your material(s) in Blender.
You might be able to find 3D models online from the game. But if so, you shouldn't need to go through this process because it wouldn't have anything to do with the Unreal engine. If you mean the literal models from a given game, then that would also be something completely different. There have been some old tools around that could rip 3d models from draw calls the game makes when actually playing it, but I've never done more than wade in that pool.
Soooo, I think so, but I wouldn't be able to tell you the specifics. Unreal has a mediocre API that it exposes and you can do scripting through Python, so if you were to check out their API, as long as they expose this export and the currently selected objects, then it should be possible that way. Might be a bit fragile, though, depending on if you wanted groups of objects in some cases but not others.
I "think" so, but it would take some work and have caveats. Basically, you can run Python scripts in Unreal and it has an API in kind. So, I would imagine the steps I did in here could be Python-ified, and then just applied to all objects in the scene or all selected objects. I'm comfortable with Python, but I haven't looked much at Unreal's API. If I have time to play with that, certainly I'd put a video up about it, but not something I think I'll have the time for in the near future. That would be where I would start researching, though. The caveats, though--I imagine even if that were working, you might run into some things to handle, maybe the script picking up stuff besides the objects, different settings, materials, etc... I sort of doubt the juice is worth the squeeze with that one unless it's a regular workflow of sorts, but nothing's impossible :).
You should be able to, yeah. I don't use Unreal to animate, so I can't say I've done it, but gltf certainly supports animations. Ultimately, as long as Unreal's exporter works well 😋
You're welcome. So it's hard to be certain without seeing what you're doing, but a few things come to mind. Did you go to "export selected"? The distinction being that we're exporting, not saving, so if you clicked Save As, for example, it wouldn't be in there. Another thing is, which version of Unreal Engine are you running? I haven't checked 5.2, but presumably it'd be there (This video is 5.1). I believe some months ago, the gltf export option was a plugin that had to be added, so it could be that, or perhaps unavailable if you have an older version of the engine.
I don't know, that's a whole different beast. I'm not sure how inherently compatible particle systems are between Unreal, Blender and/or whatever game engine one might export to. Personally, I wouldn't put the effort in to do that, I could be wrong, but I don't think particle systems are nearly as standardized a format as 3D models. If you need objects as particles, I'd just focus on the object an create the particle system wherever the final destination is.
Not sure what you mean. This tutorial is about exporting Unreal 5 assets. Unreal 5 has GLTF export. The only thing I can think of is I do believe some of the earlier, like maybe 5.0ish, it just had to be installed as a plugin.
Be glad to if I can, haven't tried it out. GLTF supports animations, though, so if you're just exporting something like a rigged figure, hopefully Unreal's exporter would take care of that as well--again, I haven't actually tried it. Or, if you mean retargetting animations, then that might get more complicated. Something I can try out as well if I get time, though.
Are you using Unreal 5? That's the first thing, it wasn't there in 4. It was available as a plugin at some point along the way, which had to be activated. Possibly it's not there by default. Go to "Manage Plugins" and look for glTF Exporter. If it's not there, it's probably an old Unreal version.
Never used metahuman, but it should be fine if it ends up as a standard mesh, armature, etc... My gut feeling is it should work, but I wouldn't be surprised if there were some pain points. One thing I'd be trying to avoid is dealing with material fidelity, though. With skin, it's a lot harder than most materials to be satisfied with the result on that front, in my opinion anyhoo. Depends on your end goal too...like if your end game is in Blender, or to do stuff there, then back to Unreal (then hopefully you could reassign materials, but there are other headaches coming back in, etc...).
Ehhh... Short answer is I doubt it. Theoretically, you could just put everything in one group actor like I showed with the building, and them make it all 1 model, but obviously you probably wouldn't want to do that :-P. I don't usually work in Unreal, so I'm not sure if it has the capability of scripting workflows, but if it did, then perhaps it's possible to iterate over all the objects in a scene and perform the steps I did on one model, but I'm not sure. You'd want the ability to create folders and such too to keep the models organized. It wouldn't be at the snap of your fingers, at any rate, but I'll certainly mention it if I see a way to do that. Another complication might be how bullet-proof this process is. Another person commented below on having trouble with a model that has a skeleton/animation, I believe. Something else I'd like to see if I have time to test it.
Great tutorial! But the asset you downloaded here is a KOREAN building NOT Japanese! It's designed and released by the Korea Cultural Information Service!
Be careful what you tell people to do. Unreal Free assets are not free to use "anywhere". The TOS and License allows you to use them in your Unreal projects only. I would be super careful if you are doing anything for a commercial product and taking UE Marketplace assets and using them outside of Unreal without the artists permission.
Well, this video has nothing in violation of that. Nothing says you can't modify an asset in Blender and then reimport it into Unreal. Having said that, by all means, export to other game engines =D. What you're referring to is only true for assets actually "made" by Epic, stuff like the Megascans and I think maybe Paragon stuff or something. You can see the terms for the Marketplace here: www.unrealengine.com/en-US/marketplace-guidelines I'll save ya the trouble of going through it though, here's the important bit: ---------------------------------------------------------------------------------------------------------- 4.2.1 Usage Rights 4.2.1.a Purchasing a Marketplace product grants to the purchaser a non-exclusive, worldwide, and perpetual license to download, use, copy, post, modify, promote, license, sell, publicly perform, publicly display, digitally perform, distribute, or transmit the content for personal, promotional, and/or commercial purposes under the Epic Content License Agreement. Distribution of products via the Marketplace is not a sale of the content but the granting of digital rights to the customer. 4.2.1.b Sublicensing Marketplace assets in Source Code format is prohibited. Sublicensing Marketplace assets in object code format, or any Content, is also prohibited except to grant end users the ability to use, or to permit sellers and distributors to market and Distribute, a Product Distributed as permitted in Section 3(a) of the Epic Content License Agreement. 4.2.1.c All content hosted by Epic Games is exclusively downloadable through the Epic Games Launcher. Once downloaded, most content can be exported to obtain the source files and/or migrated to other existing Unreal Engine projects. ---------------------------------------------------------------------------------------------------------- Now, that last bit might sound like it's limited to Unreal Engine projects, but it's not a restriction. The "Epic Content License Agreement" in there is actually a link on the site: www.unrealengine.com/en-US/eula/content Within that page, here's the meat: 2. How You Can Use the Licensed Content We grant you a non-exclusive, non-transferable, non-sublicensable license to privately use, reproduce, display, perform, and modify the Licensed Content in accordance with the terms of this Agreement (the “License”). This means that as long as you are not violating this Agreement, such as by using the Licensed Content in violation of any applicable law or regulation or for any unlawful purpose, you can privately use the Licensed Content however you want. If you want to share the Licensed Content or anything you make with it, Sections 3 and 4 addresses when and how you can do that. So, they literally tell you that you can basically do anything that you want as long as you're not violating that agreement. What you might have been referring to is this part: 5. Other Restrictions on Your Use of Licensed Content a. UE-Only Content “UE-Only Content” means Licensed Content that is designated as only permitted for use in conjunction with Unreal Engine and Unreal Engine-based products as designated by Epic, such as Twinmotion. So again, that's only that specific content that you can only use in Unreal Engine. Regarding the artists' permission, in other parts of that mess, you'll find that if you submit something to the marketplace, you grant Epic all that stuff. Wouldn't really work too well otherwise, I imagine. No one would want to buy stuff from a store that they actually have to read a different EULA for every sword, thatch house and cyborg LOL.
Jejumok Gwana is not a Japanese building! It is a Korean building in Jeju Island! If you don't know, either research prior or just don't mention nationality of it!
Indeed! You will find this has already been pointed out in one of the few comments here. And totally is a face-palm moment for me, but an amusing one. However, as far as being concerned about researching the accuracy of the cultural etymology of a 3D model simply chosen to demonstrate a workflow, and taking care to refer to anything potentially of cultural relevance by generic/agnostic terminology for the sake of accuracy, having nothing to do with the purpose of the video.... Yeah that's not going to happen LOL. 🤣
I have bigger project but when i export something like tree with lights it starts export but when it gets to materials its struggling, i have rtx 3050 and i5 12450h, cpu is +50% and gpu is like 5%. how to fix pls fast
Thank you so much! Very helpful. Clear, no water, and detailed. I already thought that it is impossible to transfer objects with textures from UE5 to Blender, because on TH-cam everyone transfers from Blender to UE5. You are the hero of my day!
Thanks much for the kind words, and you're welcome! And yeah, there are a few resources out there on getting Unreal stuff out, but it usually involves a headache. But back a little before this video, they added the GLTF export as a plugin. Bonus!
THIS is the right tutorial, no unnecessary editing, easily exportable, lifesaving dude.
Thanks much!
Nice tutorial! Short and to the point! And NO CRAPPY MUSIC! I love it!
Thanks! I've considered the notion of background music before 😂, but so far it's just seemed like something that would make my voice harder to discern and also increase the time investment. Glad you liked it 😁
Seriously, so many people act like intros and outros are what make videos better but all it does is waste our dam time.
I tried to connect all the textures manually to decompose all the textures into channels, but it turns out this is done automatically. Thank you very much, you saved me a lot of time!
Such an amazingly easy tutorial. Clear, No weird workarounds. Just simple and effective thanks so much!
Thanks! I wish I could always avoid weird workarounds :-P
absolute lifesaver. It is really cool that they made it this easy to export a scene
Yep, if you get into complex materials and shaders it's still icky to try to get it looking just right, but 3D is a damned steep learning curve, and it's nice when we can reduce the almost-as-bad learning curve of moving your assets between programs. xD
Omg, Thanks a lot I was just gonna do it hardway. Glad I found your video
Awesome =D
Straight forward. Exactly what I was looking for! Thanks!
My pleasure!
That's a traditional Korean building (Jeju Island). Anyway, thank you for the good video~
how do you export the landscape tiles from unreal with textures into blender?
0:07 - "really _swell_ assets"
SUBSCRIBED!
😆
And I can't even take credit for the assets :-P.
By the video, I understand that the why you wouldn't use .fbx (02:46) is because of the textures, is that it?
Right, Blender will map to them if they are not packed into the binary. Also, you can then modify them if desired.
Hi im getting broken materials or textures and i dont know how to fix them :(
Is there a way to convert blueprint files from Unreal so they can be imported into Blender?
Oh man this works wonders great stuff!
Glad to hear it!
Extremely helpful, thank you!
No sweat :)
hey I have a question, how come when trying to export a mesh from UE5 using GLTF, when I import it into blender, the mesh is extremely low poly count? It's like the level of detail went down so hardcore when importing it into blender. Thank you!
Disable preview mesh
In addition to what 6faw said, I believe there's also an Automatic LOD setting which you'll want to be sure is disabled.
@@Holonet01 Thanks guys
Thank you! This helped me a lot
Glad it helped! 👍
and how do I export the good quality version of the model, bc it only exports the low poly
That will not happen by default. Just to double check, I ran through the same model as in the video to take a look, checking the statistics in Unreal vs. Blender after import. Most of the building's objects had an identical tri count, with the exception of the roof, and that was not a (relatively) large difference, ~574,000 vs ~579,000 tris. I'm guessing that difference has something to do with the formats and how they handle vertices or something, but definitely was not low poly.
I think this is probably Unreal's doing via the LOD settings. Try opening up your mesh in the editor and make sure any LOD/Automatic LOD settings are turned off.
It's not a Japanese building.
It is a Korean-style building called Jeju Mokgwana.
Yes, that has already been beaten to death in other comments 😂. Truth is I didn't take an honest look at it, and it was just one of the first free results that came up when I searched "Japanese building."
who cares
this worked very well thank you. but meshes are auto smoothened. they have highner number of poly counts as they were in unreal. how can I fix this?
I would need to know how it happened first, but smoothed and different poly count are two different things. Are both of those definitely happening? Did you, perhaps, import multiple objects and compare the poly count of a single object in Unreal vs the entire scene in Blender? I have heard of the opposite problem--in which you have fewer polys in Blender because of the LOD setting in Unreal (which you would want to disable), but never higher poly count.
@@Holonet01 no, the topology is same. But it’s like when exporting, subdivision surface modifier has been applied. In unreal the poly counts are less and they are low poly but when I imported those fbx into Maya they have much larger poly counts and in blender also. They look like when you have applied subdivision surface modifier . Sorry my English, I can also show you the screenshot if you are not able to understand this.
commenting for the algorithm, thank you for the video
@@dondahighhh12 Thanks! You're welcome 👍
When I get to the export selected part doing this exact model, I get the warnings "Maximum value (-1) used in indices accesor for mesh SM_WallSetB (section), this may not be supported on some glTF viewers.
I get that for WallSets A, B, C, F, G and L. When I open import in Blender the floor and some walls are there but not others. Thoughts?
Well for the sake of reproducing, what version of Unreal & Blender are you using? It's normal to get some warnings vis-a-vis the gltf format, but not missing pieces hopefully 😋.
@@Holonet01 UE 5.4 was the one that errored, I also have 5.3.2 but havent tried it. Blender is 4
@@doughnut101 If you have 5.3 I would say give that a try. I've flipped over to Linux and just tried in 5.4.1 and I get those errors as well, and a Python crash halfway through the Blender (4.1.1) import as well 🧐. I'm suspicious that something changed in the Unreal version, or maybe in the gLTF exporter plugin itself. I'll try installing 5.3 as well when i get a chance.
every time i try to import it into blender it just doesn't show up? when i turn on statistics it shows that there is somethings selected and tells me the faces, ect.. it also shows up in the scene collection so i'm not sure what might be the problem.
I've seen an issue in Blender (with a plugin, not typical operation) where the object is there but doesn't show up. I don't see how it'd happen here, but one thing to check quick is select it in the outliner, tab into and out of Edit mode. Other than that, could you let us know your OS & versions? I still haven't had time to try to set up a hackintosh, but Mac has been a problem, apparently. I've also duplicated one other issue mentioned here in Linux (though different).
Is it possible to export animations out of UE and into Blender?
It should be, as long as their gltf exporter does the job, as gltf supports animations. It might take some tweaking of settings, it might not. Best suggestion I have is try it :)
what if you want to export lets say 1000 meshes.. cant you merge them into 1 mesh only instead on merging them into a collection?
Yeah instead of putting the objects in a collection in Blender, you can just join them (ctrl+j I believe) into a single object. I think it would just depend on what your intent was. If the import does everything you need, then that might make sense. You might not want to do that in some cases--as with this building, of course, it's designed to be modular to an extent and you can create variations on it. So for something like that, you'd want to keep them separate, or perhaps in "sub" collections for organization.
I managed to export the merged actors into blender, but all of the materials and textures are missing? What am I doing wrong?
Without having seen you do it, that's somewhat impossible to answer, but I can throw a few guesses out in case they trigger an "a-ha" moment :). The low-hanging fruit would be selecting the binary .gltf format instead of the regular one. If you're new to Blender, it might be as simple as not selecting material or render preview to have a look at them. I'd be curious what you see in the shader editor if you click through a couple materials after the import.
On the other hand, it's possible that you're exporting something complicated that doesn't play well with the format, like maybe absurdly large UDIM materials or something, but then we degenerate to wild guessing.
If you have an example Unreal model that is not working, I can take a sanity check of it.
Excellent, thanks!
You're welcome! 👌
Forgive me if I missed it in the video, when I export like you did it turns my model gray, and doing what you did to make the colors show up doesn't work. Do I have to import the textures manually on each item?
No you shouldn't need to do it manually, that's the whole benefit, or so I hope 😅. I think this happens if you select the binary gltf instead of the regular one. I'm not at my computer right now, but that would be my first guess. Lemme know if that helps.
OMG it worked!! thank you@@Holonet01
I'm having an issue where exporting with these exact settings gives me the object in blender without the base texture, and I can't figure out why. Was something changed in the newer verisons of unreal or is there a setting I'm missing?
Yeah Imma come back to this. Were you actually able to do it in 5.3 but not 5.4? I'll just be a spell before I can test it, I'm in the process of ditching Windows (not the first time xD), and I just procured me a 4 TB drive, which is bare bones for finding space for 2 Unreal installations LOL.
@@Holonet01 Tried 5.4, 5.3, and 5.1 I don't get it. Even on 5.1 if I try to export it then import it back into unreal it shows as black. Only the normal map gets exported. The only difference I can think of between what you did in the video and what I did is that you're on windows and I'm on mac. Have you tried this recently to see if it still works? Btw I tried both .glb and .gltf and the assets I'm trying to export are the simple chairs and tables from the props folder of the starter map.
@@Holonet01 Even made a short video showing the process in 5.1 please let me know if you notice anything that I missed when exporting.
th-cam.com/video/HVGeLLTvsdU/w-d-xo.html
Oh ok, so being on a Mac is definitely a variable, but first thing I notice is you are exporting the (Binary) version, you don't want that (it packs the textures in the file and Blender doesn't seem to like mapping them in that case). There should be two GLTF options, one that says (Binary) and one that does not. You want the one that does not. Check out 2:50 in the video to see the difference.
Additionally, I can't say if this is apples to apples because you're not using the same model (you can grab it--it's free). I don't know what material settings are on that cube. Don't get me wrong, I doubt that's a problem, but just in the interest of reducing variables.
@@Holonet01 Ah yea, sorry. I tried both .glb and GLTF using the same settings since another video said use .glb but I got the same result using GLTF
Hey thanks for the video! I'm trying to do this on my mac but the application keeps going unresponsive everytime I get to downloading the meshes I have selected. Any recommendations on how to make the download go through? I have 16gb of ram so it should be enough
Follow up on this, I ended up just doing it on my pc and it worked! Unfortunately, the meshes I downloaded had loads of different materials in Unreal and in blender they all just got assigned 1 of them. I'm not seeing a way to assign multiple materials to 1 mesh like Unreal can. Any help would be appreciated!
Yeah you're the second person I've seen have trouble and be on a Mac. I recently ditched Windows for Linux (haven't fully tested yet), but I don't have a Mac. I do have an iPhone so I might see if it's possible to VM a Mac since I at least have that Appe ID, but I can't test this out just yet. If we can establish an issue with the gltf exporter on Mac, then maybe it becomes an Unreal bug report 🤔
@@AwesomOzs Ah sorry, didn't really answer your 2nd question =P. Which asset were you using (if it's an Unreal Marketplace asset)? I'm kinda curious myself, I didn't really look deeply into the actual material, I presume it was multiple materials just from the number of textures it spit out. I'll take a look and see if I see anything similar, at the very least.
@@Holonet01 Its the current free for the month, Modular SciFI Indoor Outdoor Environment Pack. At first I tried to just grab a ton of them at once but eventually started trying 1 at a time. Swapped over to the pc and it worked except for the Materials. Its specifically on the building pieces, the smaller tech pieces look fine. All of the buildings are the same material lol except for the glass
I don't have gtlf export, why? How could I resolve?
Depends, but first thing is, make sure you are using Unreal 5, and I think it was an external plugin for a spell prior to being there by default. Here's the actual plugin page: www.unrealengine.com/marketplace/en-US/product/gltf-exporter?sessionInvalidated=true
You can add it from there if nothing else. It looks like it says there, that it's also for 5.0, so it might be that it's only in by default as of 5.1.
i is big time confuzed. i made a little test landscape, plopped 5 trees and 5 bushes on there. grouped it and exportet but its super buggy in blender. there is nothing to see (but 4 trees placed in 4 corners)
Hmm, I'd only be guessing, but my first thoughts are if there are any peculiarities regarding which Unreal and/or Blender version you're using, maybe how the models were made. Or, it's throwing any errors before the export, that could indicate a problem as well. Another thought is an asset that wasn't made for whatever version of Unreal you're using, but from your wording, it sounded like you created them right in there. I haven't done modeling from Unreal or anything, but if you throw up a Google Drive link or equivalent to a test Unreal project, I can take a look and see if anything jumps out.
how would i import lights from the asset?
I think the lights would be separate objects in Unlreal, wouldn't they? I'm not sure a light would be considered a "model" which you would import or export via gltf. In any case, lighting is never going to be identical when you have different render engines, so it would probably be better to just plop the lights you want in the scene after import if that's what you're after. Or, if you're planning to export them to a different game engine, to create the lights in said game engine.
If I have no interest in ANY textures, can I still export as .fbx easily?
Sure, that would be even simpler, I think. And, if you don't want the textures and get them anyway, I would just delete them from your material(s) in Blender.
Has anyone tried this for the buildings and units from the Command & Conquer Games? I'd love to have prints of them for Tabletop.
You might be able to find 3D models online from the game. But if so, you shouldn't need to go through this process because it wouldn't have anything to do with the Unreal engine. If you mean the literal models from a given game, then that would also be something completely different. There have been some old tools around that could rip 3d models from draw calls the game makes when actually playing it, but I've never done more than wade in that pool.
Is it possible to automatise the process with a range of selection ?
Soooo, I think so, but I wouldn't be able to tell you the specifics. Unreal has a mediocre API that it exposes and you can do scripting through Python, so if you were to check out their API, as long as they expose this export and the currently selected objects, then it should be possible that way. Might be a bit fragile, though, depending on if you wanted groups of objects in some cases but not others.
Thanks so much. Can we export the entire scene?
I "think" so, but it would take some work and have caveats. Basically, you can run Python scripts in Unreal and it has an API in kind. So, I would imagine the steps I did in here could be Python-ified, and then just applied to all objects in the scene or all selected objects.
I'm comfortable with Python, but I haven't looked much at Unreal's API. If I have time to play with that, certainly I'd put a video up about it, but not something I think I'll have the time for in the near future. That would be where I would start researching, though.
The caveats, though--I imagine even if that were working, you might run into some things to handle, maybe the script picking up stuff besides the objects, different settings, materials, etc... I sort of doubt the juice is worth the squeeze with that one unless it's a regular workflow of sorts, but nothing's impossible :).
Hi, can I also export animations from unreal to blender or just fbx file? Thank you, nice vid
You should be able to, yeah. I don't use Unreal to animate, so I can't say I've done it, but gltf certainly supports animations. Ultimately, as long as Unreal's exporter works well 😋
Thanks for the awesome video but I don't see 'gltf' under save as type selection. Plz tell me what is wrong with my engine.
You're welcome. So it's hard to be certain without seeing what you're doing, but a few things come to mind. Did you go to "export selected"? The distinction being that we're exporting, not saving, so if you clicked Save As, for example, it wouldn't be in there. Another thing is, which version of Unreal Engine are you running? I haven't checked 5.2, but presumably it'd be there (This video is 5.1). I believe some months ago, the gltf export option was a plugin that had to be added, so it could be that, or perhaps unavailable if you have an older version of the engine.
@@Holonet01 oh shoot I just found out I'm using Unreal 4 :P Thank you for the info anyways!
@@남댕이-j4n No probs 👌
How do u export particles?
I don't know, that's a whole different beast. I'm not sure how inherently compatible particle systems are between Unreal, Blender and/or whatever game engine one might export to. Personally, I wouldn't put the effort in to do that, I could be wrong, but I don't think particle systems are nearly as standardized a format as 3D models. If you need objects as particles, I'd just focus on the object an create the particle system wherever the final destination is.
Brother i love GLTF in general , even from sketchfab. Ready to use asset is game changer.
I dont have GLTF available for my export what could i do instead?
Not sure what you mean. This tutorial is about exporting Unreal 5 assets. Unreal 5 has GLTF export. The only thing I can think of is I do believe some of the earlier, like maybe 5.0ish, it just had to be installed as a plugin.
@@Holonet01 Well I was trying to export a a model with a skeleton and animation. Idk but maybe that has something to do with it.
Had the same issue. You need to avaible the plugin called "GLTF Exporter" in UE5 plugins settings.
You're the man!
Thank you!
Thanks can you show us how to export unreal animation in to blender
Be glad to if I can, haven't tried it out. GLTF supports animations, though, so if you're just exporting something like a rigged figure, hopefully Unreal's exporter would take care of that as well--again, I haven't actually tried it. Or, if you mean retargetting animations, then that might get more complicated. Something I can try out as well if I get time, though.
TY
You're welcome!
I can't find gltf file on export selection? is there a way to enable it?
Are you using Unreal 5? That's the first thing, it wasn't there in 4. It was available as a plugin at some point along the way, which had to be activated. Possibly it's not there by default. Go to "Manage Plugins" and look for glTF Exporter. If it's not there, it's probably an old Unreal version.
@@Holonet01 Thank you so much 🙏
could you do this with a metahuman?
Never used metahuman, but it should be fine if it ends up as a standard mesh, armature, etc... My gut feeling is it should work, but I wouldn't be surprised if there were some pain points. One thing I'd be trying to avoid is dealing with material fidelity, though. With skin, it's a lot harder than most materials to be satisfied with the result on that front, in my opinion anyhoo. Depends on your end goal too...like if your end game is in Blender, or to do stuff there, then back to Unreal (then hopefully you could reassign materials, but there are other headaches coming back in, etc...).
@@Holonet01 im still a noob so when I tried I just imported blob lol but it did download all the materials which is weird
Actually!
That's not japanese builidng, korea traditional building : )
Ahh! As someone who spent a year as an architecture major once, the shame I bear for that oversight will be with me until judgement 🤣. Nice catch!
Not all heros wear capes ❤
Thanks! I don't wear a cape either 😂.
Hey! Awesome tutorial i had to ask that can we import the whole project to blender?
Ehhh... Short answer is I doubt it. Theoretically, you could just put everything in one group actor like I showed with the building, and them make it all 1 model, but obviously you probably wouldn't want to do that :-P.
I don't usually work in Unreal, so I'm not sure if it has the capability of scripting workflows, but if it did, then perhaps it's possible to iterate over all the objects in a scene and perform the steps I did on one model, but I'm not sure. You'd want the ability to create folders and such too to keep the models organized. It wouldn't be at the snap of your fingers, at any rate, but I'll certainly mention it if I see a way to do that.
Another complication might be how bullet-proof this process is. Another person commented below on having trouble with a model that has a skeleton/animation, I believe. Something else I'd like to see if I have time to test it.
Ah ok, Thank you so much for reverting back!!
@@Holonet01
epic... this saved my ass
Glad to hear it! One of the things I am most trying to accomplish here is reducing pains in the ass =D
thank you sir
THX Great video
No probs, thanks! 👍
Thankyou 🙏
You're quite welcome :)
Thank you
No probs 👍
so, export it as a *.gltf file; got it.
really helpfull!!!!!!!!!!!!! thans alot!!!
No problem!
merci beaucoup
You're welcome!
Thanks for the tutorial video. But that building is Korean, not Japanese ^^
Great tutorial! But the asset you downloaded here is a KOREAN building NOT Japanese! It's designed and released by the Korea Cultural Information Service!
A Japanese building? Are you crazy? That's a Korean building.
Be careful what you tell people to do. Unreal Free assets are not free to use "anywhere". The TOS and License allows you to use them in your Unreal projects only. I would be super careful if you are doing anything for a commercial product and taking UE Marketplace assets and using them outside of Unreal without the artists permission.
Well, this video has nothing in violation of that. Nothing says you can't modify an asset in Blender and then reimport it into Unreal.
Having said that, by all means, export to other game engines =D.
What you're referring to is only true for assets actually "made" by Epic, stuff like the Megascans and I think maybe Paragon stuff or something. You can see the terms for the Marketplace here:
www.unrealengine.com/en-US/marketplace-guidelines
I'll save ya the trouble of going through it though, here's the important bit:
----------------------------------------------------------------------------------------------------------
4.2.1 Usage Rights
4.2.1.a Purchasing a Marketplace product grants to the purchaser a non-exclusive, worldwide, and perpetual license to download, use, copy, post, modify, promote, license, sell, publicly perform, publicly display, digitally perform, distribute, or transmit the content for personal, promotional, and/or commercial purposes under the Epic Content License Agreement. Distribution of products via the Marketplace is not a sale of the content but the granting of digital rights to the customer.
4.2.1.b Sublicensing Marketplace assets in Source Code format is prohibited. Sublicensing Marketplace assets in object code format, or any Content, is also prohibited except to grant end users the ability to use, or to permit sellers and distributors to market and Distribute, a Product Distributed as permitted in Section 3(a) of the Epic Content License Agreement.
4.2.1.c All content hosted by Epic Games is exclusively downloadable through the Epic Games Launcher. Once downloaded, most content can be exported to obtain the source files and/or migrated to other existing Unreal Engine projects.
----------------------------------------------------------------------------------------------------------
Now, that last bit might sound like it's limited to Unreal Engine projects, but it's not a restriction. The "Epic Content License Agreement" in there is actually a link on the site:
www.unrealengine.com/en-US/eula/content
Within that page, here's the meat:
2. How You Can Use the Licensed Content
We grant you a non-exclusive, non-transferable, non-sublicensable license to privately use, reproduce, display, perform, and modify the Licensed Content in accordance with the terms of this Agreement (the “License”). This means that as long as you are not violating this Agreement, such as by using the Licensed Content in violation of any applicable law or regulation or for any unlawful purpose, you can privately use the Licensed Content however you want. If you want to share the Licensed Content or anything you make with it, Sections 3 and 4 addresses when and how you can do that.
So, they literally tell you that you can basically do anything that you want as long as you're not violating that agreement. What you might have been referring to is this part:
5. Other Restrictions on Your Use of Licensed Content
a. UE-Only Content
“UE-Only Content” means Licensed Content that is designated as only permitted for use in conjunction with Unreal Engine and Unreal Engine-based products as designated by Epic, such as Twinmotion.
So again, that's only that specific content that you can only use in Unreal Engine.
Regarding the artists' permission, in other parts of that mess, you'll find that if you submit something to the marketplace, you grant Epic all that stuff. Wouldn't really work too well otherwise, I imagine. No one would want to buy stuff from a store that they actually have to read a different EULA for every sword, thatch house and cyborg LOL.
This is a Korean building from the past. Not a Japanese building
Jejumok Gwana is not a Japanese building! It is a Korean building in Jeju Island! If you don't know, either research prior or just don't mention nationality of it!
Indeed! You will find this has already been pointed out in one of the few comments here. And totally is a face-palm moment for me, but an amusing one.
However, as far as being concerned about researching the accuracy of the cultural etymology of a 3D model simply chosen to demonstrate a workflow, and taking care to refer to anything potentially of cultural relevance by generic/agnostic terminology for the sake of accuracy, having nothing to do with the purpose of the video.... Yeah that's not going to happen LOL. 🤣
Does it really matter?
If you're not an expert don't say anything about anything. 😢
🤓☝️
Wooooooow....
Not necessary to get sooo offended that you think you have the right to tell someone how to behave.
I have bigger project but when i export something like tree with lights it starts export but when it gets to materials its struggling, i have rtx 3050 and i5 12450h, cpu is +50% and gpu is like 5%. how to fix pls fast