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:
USD Format for Scene Import: The only format that allows importing a complex scene from Shapes into Unreal Engine is USD.
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)
Download the File: After exporting, go to the Shapes Dashboard and download the exported file.
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.
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.
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.
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.
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:
Use File > Import into Level to import the models.
In the import settings, under Kinds to Collapse, uncheck all checkboxes.
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.
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.
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