# 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.


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://learn.shapesxr.com/export-and-sharing/how-to-import-into-unreal-engine-5.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
