# How to import into Unreal Engine 5

Here’s the revised step-by-step guide for importing a model from Shapes into Unreal Engine 5:

1. **USD Format for Scene Import**: The only format that allows importing a complex scene from Shapes into Unreal Engine is USD.
2. **Export from Shapes**:

* In Shapes (both in VR and Web Editor), select the current scene or the specific objects you want to export.
* Use the Export Current Scene or Export Selected Objects option to export them in USDz format. (more - [Export](https://learn.shapesxr.com/export-and-sharing/export-as-3d-model))

3. **Download the File**: After exporting, go to the Shapes Dashboard and download the exported file.
4. **Rename and Extract**:

* Rename the file from `.usdz` to `.zip` (for example, `file_name.usdz` → `file_name.zip`).
* Extract the contents of the archive. Inside the folder, you will find a `.usdc` file (the main scene file), along with resources such as textures.

5. **Install the USD Plugin in Unreal Engine**:

* Open Unreal Engine 5 and go to Edit > Plugins.
* Search for USD Importer and enable the plugin.
* Restart Unreal Engine for the plugin to activate.

6. **Import the `.usdc` File into Unreal**:

* In the Content Browser, click Import and select the `.usdc` file from the extracted folder.
* Review the import settings and click Import.

{% hint style="info" %}
Note that color discrepancies often result from Unreal Engine’s lighting settings. Try adjusting settings like Auto Exposure to match the display in Shapes more closely.
{% endhint %}

The import option described above will merge all models into one, which may not be desirable **if you want to edit each model separately** later. In this case, you can use an alternative option:

1. Use **File > Import into Level** to import the models.
2. In the import settings, under **Kinds to Collapse**, uncheck all checkboxes.
3. Click **Import** - this will import the **UDSc file** as separate Static Mesh assets in the **Asset Browser**, and an actor will be created in the scene using these assets like it was in Shapes.
4. To save the actor as a **Blueprint** (similar to a prefab in Unity or a component in Figma to reuse between scenes) if needed:

* Select the actor in the scene.
* In the **Details** panel, find the option **Convert this Actor to Reusable Blueprint Class**.
* Choose an option like **Harvest Components** to create a reusable Blueprint.
