Importing Your First FBX

Step-by-step guide from file picker to spawned mesh actor

The Full Import Flow

1

Open file picker

2

Initialize FBX Load

3

Call Import FBX File

4

Handle events / UI

5

Actor spawns in world

Step 1 — Open the File Picker

Call Open FBX File Dialogue (from RuntimeMeshFunctionLibrary, Blueprint callable) to open the native Windows/Mac file dialog. It returns the full file path as a String. Store it in a variable.

// Blueprint
Open FBX File Dialogue → Out File Path (String)
Store → File Path Variable

Step 2 — Initialize FBX Load

Before importing, call Initialize FBX Load on your FBX Import Manager actor reference. This sets the coordinate system, scale, collision mode, and skeletal mesh detection for the upcoming import.

ParameterTypeDescription
Collision TypeEnumNo Collision — no physics; Mesh Collision — auto complex collision; Mesh Collision From Source — use mesh geometry; Custom Collision From Source — use UCX_ meshes from FBX
ScaleVectorUniform scale applied to the imported mesh. Default (1, 1, 1).
Transform Vertex To AbsoluteBooleanWhen true, vertices are placed at their original world position from the FBX file. Leave true for most imports.
CoordinateEnumRight Handed (standard for Blender/Maya/3ds Max) or Left Handed.
Front Vector / Up VectorEnumMatch the axis convention of the software that exported the file. Use Front / Up for most tools.
Auto Detect Skeletal MeshBooleanWhen true, any mesh node that has bone data is automatically treated as a skeletal mesh. Leave enabled unless you want to force everything as static.

Step 3 — Call Import FBX File

Call Import FBX File on your FBX Import Manager, passing:

  • File Path — the string returned by the file dialogue
  • Location — world position where the mesh should appear
  • Spawn FBX Actor — leave true (set to false only if you want to manually control spawning)
💡 Call Initialize FBX Load first, then Import FBX File immediately after. Both are on the same actor reference.
Imported FBX meshes in the scene — a large building and a character with the node list visible in the UI

Step 4 — Handle Import Events

Override these events in your FBX Import Manager Blueprint to drive your UI:

EventWhen it firesTypical use
On Import StartedImmediately when import beginsShow a loading screen or spinner
On Import Progress ChangedRepeatedly during import, passes a 0.0–1.0 floatDrive a progress bar
On Node Processing ChangedEach time a new mesh node starts processing, passes the node nameShow status text like "Importing Chair_01…"
On Mesh Processing Progress ChangedPer-mesh geometry progress during large filesMore granular progress display
On FBX Actor CreatedWhen the FBX Mesh Actor is first spawned in the worldStore a reference to the actor
On Import CompletedWhen everything is fully finishedHide loading screen, enable UI
Runtime FBX Import for Unreal Engine - Documentation | Athian Games