Material Import Settings

Configure how FBX material channels map to your Unreal materials

Material Import Settings Data Asset

Create a Material Import Settings Data Asset (UMaterialImportSettings) in the Content Browser and assign it to your FBX Import Manager's Material Import Settings slot. This asset controls how the plugin translates FBX material data into Unreal material instances.

Base Materials

The plugin creates dynamic material instances from three base materials you provide:

PropertyWhen it's used
Base Material OpaqueUsed for meshes with no transparency
Base Material MaskedUsed when an Opacity texture is detected (cutout transparency)
Base Material TranslucentUsed when a semi-transparent material is detected in the FBX
💡 The plugin ships with default base materials in RuntimeFBXImport/Materials. Use those as a starting point or duplicate and customize them.

Texture Type Mappings

The FBX SDK reads texture types (Diffuse, Normal, Specular, etc.) and the plugin needs to know which parameter name inside your base material corresponds to each type. Fill in the Texture Type Mappings array:

FBX Texture TypeExample Material Parameter Name
DiffuseBaseColor
NormalNormal
SpecularSpecular
OpacityOpacity
EmissiveEmissive
HeightHeight

Color and Scalar Mappings

FBX materials also carry color values and scalar factors. Map those to your material parameters using the Color Type Mappings and Scalar Type Mappings arrays. Common examples:

TypeFBX ValueMaterial Parameter
ColorColor DiffuseBaseColor
ColorColor EmissiveEmissiveColor
ScalarShininessRoughness
ScalarOpacityOpacity

Per-Node Material Override

Use the Node Material Mappings array to force a specific material onto a named FBX node, bypassing auto-generated materials entirely. Add entries with the exact node name from the FBX scene and the UMaterialInterface to apply.

Material Library (Runtime Picker UI)

The Material Library Asset (UMaterialLibraryAsset) is a separate data asset that stores grouped materials and textures for your runtime UI. Assign it to the Material Library slot on the FBX Import Manager.

At runtime, call these nodes on the manager:

NodeReturnsUse
Load Materials From TypeArray of FMaterialInfo (name, thumbnail, material)Populate a material picker scrollbox
Load Textures From TypeArray of FTextureInfo (name, texture)Populate a texture picker list

On each FBX Mesh Actor, set Material Library Type Name to filter which group from the library applies to that actor.

Imported mesh shown without textures (left) and with auto-discovered textures applied (right), alongside the runtime material and texture picker UI
Runtime FBX Import for Unreal Engine - Documentation | Athian Games