Step 1 — Enable the Plugin
- Install the plugin from the Fab Marketplace via the Epic Games Launcher.
- Open your project in Unreal Editor and go to Edit → Plugins.
- Search for Runtime FBX Import, tick Enabled, and restart the editor when prompted.
💡 Verify install: After restart you should see the plugin content folder
RuntimeFBXImport appear in the Content Browser (enable Show Plugin Content in the filter dropdown).
Step 2 — Place the FBX Import Manager
The plugin works through a single manager actor you place in your level. In the Content Browser, open RuntimeFBXImport/Blueprints and drag BP_FBXMeshActor (the default import manager Blueprint) into your level.
In the Details panel, configure these properties:
| Property | What to set |
|---|---|
| FBX Actor Class | The Blueprint class to spawn for each imported mesh. Use BP_FBXMeshActor by default, or your own subclass if you need custom logic per imported object. |
| Material Import Settings | Assign your DA_MaterialImportSettings data asset. Controls how FBX material channels map to Unreal material parameters and which base materials to use. |
| Material Library | Optional. Assign a DA_MaterialLibrary data asset to power a runtime material picker UI. |
| Show Pivot | Enable to show translate/rotate/scale gizmos when a user selects an imported object. |
Step 3 — Set Up Your Game Mode
The demo scene uses BP_FlyCamGameMode and BP_FlyCamCharacter — a free-flying camera with click-to-select. You can use your own Game Mode; just ensure mouse interaction is enabled so users can select and interact with imported actors.
ℹ️ Demo scene: Open
Content/Maps/DemoScene.umap for a fully wired example with the manager, camera, UI, and a sample character already connected. Study those Blueprints first.