FBX Mesh Actor

How to select, query, and modify imported mesh actors and their components

What Is an FBX Mesh Actor?

When an FBX is imported with Spawn FBX Actor enabled, the plugin creates one AFBXMeshActor (or your own subclass) in the world. This actor holds all generated ProceduralMeshComponents organized under a node hierarchy that mirrors the FBX scene structure.

You can query, select, and modify this actor using Blueprint nodes at runtime.

Selection and Hover

Call these on the FBX Import Manager actor reference (not on the mesh actor directly):

NodeWhat it does
Select ActorMarks an FBX Mesh Actor as selected and triggers On Actor Selected on that actor, where you can implement a highlight or outline effect.
Hover At ActorTriggers hover highlight on the actor and a specific component under the cursor.
Reset Hovered ActorClears the hover state.
Reset Actor SelectionDeselects all currently selected actors and components.

Call these on the FBX Mesh Actor reference itself to work at the sub-component level:

NodeWhat it does
Select ComponentSelects an individual mesh section (e.g. from a hit result). Triggers On Component Selected. Pass bDeselectRest = true to auto-clear previous selection.
Deselect Current ComponentsClears the current component selection.
Select Component From Mesh NodeSelect a component by passing its UMeshNode reference instead of a hit component.

Querying Nodes

NodeReturns
Get Root NodesArray of all top-level UMeshNode objects in the hierarchy
Get Mesh Node From ComponentThe UMeshNode associated with a given ProceduralMeshComponent
Get Skeletal Mesh NodesArray of all USkeletalMeshNode objects — the bone-based meshes in this actor
ℹ️ Mesh Node hierarchy: UMeshNode is the base class. Geometry meshes are UMeshNode_Geometry. Collision meshes are UMeshNode_Collision. Skeletal meshes are USkeletalMeshNode (extends Geometry). Light nodes are URuntimeLightNode.

Changing Materials at Runtime

Call these on the FBX Mesh Actor reference:

NodeParametersWhat it does
Update Section MaterialSection ID, Material Interface, Mesh ComponentReplaces the material on a specific section by index
Update Texture ParameterSection ID, Parameter Name, Texture, Mesh ComponentSwaps a texture inside a dynamic material by parameter name
Update Scalar ParameterSection ID, Parameter Name, Float, Mesh ComponentChanges a float property (e.g. roughness, metallic) inside a material
Update Vector ParameterSection ID, Parameter Name, LinearColor, Mesh ComponentChanges a color or vector value (e.g. tint) inside a material
💡 Section ID: Each material slot in the imported mesh corresponds to a section index starting from 0. If your FBX mesh has 3 materials, Section IDs are 0, 1, and 2.
Blueprint nodes: Update Section Color Parameter, Update Section Texture, and Update Section Material wired to custom events

Implementable Events on the FBX Mesh Actor

Override these in your own Blueprint subclass of AFBXMeshActor to add custom feedback:

EventWhen it fires
On Actor SelectedWhen this actor is selected via Select Actor
On Actor Selection ResetWhen selection is cleared
On Component HoveredWhen the cursor moves over a specific mesh component
On Component SelectedWhen a specific mesh section is selected
On Section ReceivedCalled with full section data, material info, and texture info — useful for populating a properties panel
Runtime FBX Import for Unreal Engine - Documentation | Athian Games