# Importing and Exporting A summarised guide on the processes related to importing and exporting static, skeletal and 3D meshes, re-importing assets, auto re-import and full scene import from DCC applications as well as exporting assets from Unreal. ## Exporting Static Meshes * These should be exported using the **FBX** format. * Within the export configuration window, tick the **Smoothing Groups**, **Triangulate** and **Preserve Edge Orientation** options under the **Geometry** section. * It is generally recommended to disable all other configuration properties so it is clear which properties of the mesh will be imported. ## Exporting Skeletal Meshes * These should be exported using the **FBX** format. * Within the export configuration window, tick the **Smoothing Groups**, **Triangulate** and **Preserve Edge Orientation** options under the **Geometry** section. This prepares the static mesh component of the skeletal mesh. * Proceed to tick the **Animation** option under the **Animation** section and **Deformations** and **Skins** options under the **Deformations** section. * It is generally recommended to disable all other configuration properties so it is clear which properties of the mesh will be imported. ## 3D Mesh Import * These can be imported in the same way as [Texture Imports](/Content/DevPipelines/Textures.md#importing-textures). Unreal attempts to automatically configure the import settings but some generally require some tweaking depending on the asset type. * When importing **Static Meshes**, the following import parameters require attention: * Auto Generate Collision (**Enable**) * Generate Light Map UVs (**Enable** but **may want to disable** depending on the UVs that have been added from the DCC application) * Transform Vertex to Absolute (**Enable**) * Import Materials (**Disable** unless materials are exported within the mesh) * Import Textures (**Disable** unless textures are exported within the mesh) * When importing **Skeletal Meshes**, the following import parameters require attention: * Skeletal Mesh (**Enable**) * Import Animations (**Enable**) * Import Materials (**Disable** unless materials are exported within the mesh) * Import Textures (**Disable** unless textures are exported within the mesh) ## Re-Importing Assets * This is useful for ensuring Unreal is using the latest version of a modified asset. * This can be achieved in a variety of methods: * **Right click** within the *Content browser* the asset and select **Reimport** * Within the *asset viewer* window select the **Reimport** button from the *toolbar* * **Drag & Drop** the asset from a *file browser* window into the *Content browser* ## Auto Re-Importing * This feature works by constantly monitoring defined directories for any changes. When a change occurs, the modified asset is automatically re-imported into Unreal. * To configure this functionality, define **Directories to Monitor** under the **Auto Reimport** section of **Loading & Saving** tab within the **Editor Preferences**. * It may prove beneficial to enable the **Monitor Content Directories** parameter within the same section. ## Full Scene Import * Entire levels can be imported from DCC applications into Unreal. * This supports a single import which can include all of the following: * Static meshes * Skeletal meshes * Animations * Materials (limited import support) * Textures * Rigid mesh * Morph targets * Cameras (without any animation) * Lights * This can be done by selecting the **Import Into Level...** option under the **Actors** section within the **File** menu. ## Exporting Assets from Unreal * Any importable assets can also be exported from Unreal. * When exporting **Textures**, **Static Meshes** and **Skeletal Meshes** out of a project for use in other applications, simply **Right Click** on the asset and select **Export...** from the **Asset Actions** options. * When exporting **any kind of asset** out of a project and into another, simply **Right Click** out of a project and into another, on the asset and select **Migrate...** from the **Asset Actions** options.