# Exporting to Unreal Engine 5

How to Import OpenBrush FBX files & edit Materials to appear correctly

![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-971a18c7e946fd2aa8528ac74b4848ae9d2fcc9f%2Fue5_01.jpg?alt=media)

This example uses models that are best viewed without lighting. In UE5's scene view, change the scene lighting to "UNLIT" (top left of window).

* Drag the FBX from Windows Explorer into the UE5 scene
* An FBX Import Option menu will come up:\\

  ![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-7220c49496da0cd86b61b6bc37dc00cebb1c20ed%2Fue5_02.jpg?alt=media)

  Make sure to select: **Advanced > Vertex Color Import Option \[REPLACE]**

### **Organize Materials, Textures, Mesh Files** <a href="#organize-materials-textures-mesh-files" id="organize-materials-textures-mesh-files"></a>

* Upon importing the FBX, the *Content Drawer* will include the meshes and materials
* Create a subfolder for *MATERIALS* and *TEXTURES*
* Select the imported materials, drag and drop them into the newly created *MATERIALS folder*\\

  ![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-ce451fa2d4ad9e410ae6555ed728976d9aa1d74c%2Fue5_03.jpg?alt=media)
* The materials are pretty terribly named. I highly recommend renaming them. The brush material names are at the end of the filename:\\

  ![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-0c9907ad83eeea19279d413a26e4884dbe4dc5a9%2Fue5_04.jpg?alt=media)
* From Windows Explorer, drag optimized PNG brush textures into the UE5 *TEXTURES* folder:\\

  ![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-820c432077d328e3e5e807bd427bf2c8b6f3a9fc%2Fue5_05.jpg?alt=media)
* From the *CONTENT DRAWER*, drag and drop the meshes into the scene. I recommend creating a folder in the *OUTLINER* window and drag all the mesh objects into there:\\

  ![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-79e4570fb92387d4f8d29f5283cdfe1c5f5202b4%2Fue5_06.jpg?alt=media)

  Selecting all the model mesh objects, it may help to update these DETAILS:

  Location: 0,0,0 Scale: 0.5,0.5,0.5
* I also recommend turning off visibility of all the other non-mesh objects in the OUTLINER tab (e.g. Atmospheric Fog, Floor, etc.)\\

  ![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-0204ad7831089c420fbd3e15d1b015bc23bba7fa%2Fue5_07.jpg?alt=media)

### Associate Vertex Colors, Textures, Opacity to Materials <a href="#associate-vertex-colors-textures-opacity-to-materials" id="associate-vertex-colors-textures-opacity-to-materials"></a>

**Edit Vertex Colors to Materials that&#x20;*****only*****&#x20;need Vertex Colors:**

| Material Name | NODE: Vertex Color | NODE: Texture Sample | Material Details               |
| ------------- | ------------------ | -------------------- | ------------------------------ |
| **Flat**      | ✓                  | No                   | Blend Mode: MASKED ☑ Two Sided |
| **MatteHull** | ✓                  | No                   | Blend Mode: MASKED ☑ Two Sided |
| **UnlitHull** | ✓                  | No                   | Blend Mode: MASKED ☑ Two Sided |
| **Wire**      | ✓                  | No                   | Blend Mode: MASKED ☑ Two Sided |

* In CONTENT DRAWER > *MATERIALS,* double click the "Flat" material file. The Material Graph window will popup
* Right click on the empty grid, type in *VERTEX COLOR* to add the node

![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-ac1ae6a888b05361a87bf667f55190c248441ee9%2Fue5_08.jpg?alt=media)

Connect the top white dot to *BASE COLOR* in the "*FLAT"* window.

* Click on "FLAT" so you can see its *DETAILS* on the left menu
* Update: **BLEND MODE** - MASKED **Two Sided** - \[checked]​

![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-5a561475e9e0ca24f0e559d1a658f5fa7826b657%2Fue5_09.jpg?alt=media)

That's it! Be sure to save these edits or CTRL + S. The edits won't show up on the main scene window until these Material changes are saved.

* Repeat for the other three materials listed above that only need Vertex Colors associated to the materials.

**Edit Materials that need Vertex Colors and Texture Sample:**

| Material Name           | NODE: Vertex Color | NODE: Texture Sample            | Material Details               |
| ----------------------- | ------------------ | ------------------------------- | ------------------------------ |
| **DiamondHull**         | ✓                  | ✓ RGBA connects to Opacity Mask | Blend Mode: MASKED ☑ Two Sided |
| **Dots**                | ✓                  | ✓ RGBA connects to Opacity Mask | Blend Mode: MASKED ☑ Two Sided |
| **DoubleTaperedMarker** | ✓                  | ✓ RGBA connects to Opacity Mask | Blend Mode: MASKED ☑ Two Sided |
| **Embers**              | ✓                  | ✓ RGBA connects to Opacity Mask | Blend Mode: MASKED ☑ Two Sided |
| **Marker**              | ✓                  | ✓ RGBA connects to Opacity Mask | Blend Mode: MASKED ☑ Two Sided |

* Do the same steps above to add VERTEX COLOR to the BASE COLOR
* Do the same steps above to update the Material Details to (same as before): **BLEND MODE** - MASKED **Two Sided** - \[checked]
* Right click the empty grid space and type in *TEXTURE SAMPLE* to bring up a node where you'll associate the texture png files

  ![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-c5bc213509fbd28f4395ec5e2d7a25871ddc99a4%2Fue5_10.jpg?alt=media)

  * Click on the *TEXTURE SAMPLE* node window so you can edit the *DETAILS*
  * In the section for "Material Expression Texture Base" click on the dropdown to select the texture name that matches with the material name.
    * *NOTE*: The DoubleTaperedMarker material can use the "Marker" texture
  * Connect the *TEXTURE SAMPLE* node's "RGBA" dot to the Material's "Opacity Mask" dot
* REPEAT for the other materials with same properties

**Edit Materials that need Vertex Colors, Texture Sample, and Transparency:**

| Material Name       | NODE: Vertex Color | NODE: Texture Sample       | Material Details                 |
| ------------------- | ------------------ | -------------------------- | -------------------------------- |
| **Highlighter**     | ✓                  | ✓ RGBA connects to Opacity | Blend Mode: ADDITIVE ☑ Two Sided |
| **Smoke**           | ✓                  | ✓ RGBA connects to Opacity | Blend Mode: ADDITIVE ☑ Two Sided |
| **SoftHighlighter** | ✓                  | ✓ RGBA connects to Opacity | Blend Mode: ADDITIVE ☑ Two Sided |

* Do the same steps above to add VERTEX COLOR to the BASE COLOR
* Update the Material Details: **BLEND MODE** - ADDITIVE **Two Sided** - \[checked] "Additive" will allow these brushes to appear semi-transparent, foggy, smokey.
* Do the same steps as above to associate textures to *TEXTURE SAMPLE* node

![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-d81ea0953617eb5dca25cb555362b93976400a7c%2Fue5_11.jpg?alt=media)

* Connect the *TEXTURE SAMPLE* node's "RGBA" dot to the Material's **"Opacity"** \[not Opacity Mask as previous materials]
* REPEAT for the other materials with same properties

Make sure to save all of your Material window edits!

![](https://3738774261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mikdwm98p33AibfiSqN%2Fuploads%2Fgit-blob-066344a64b01343ae81bdb9d077cfeb1796d64cd%2Fue5_12.jpg?alt=media)

Make sure to view this in "unlit" mode.

Also hide the Light Source, etc to prevent any shadows from showing up in the scene.

Reward yourself with ice cream.

*Docs contributed by* [*Estella Tse*](https://www.estellatse.com/)*. Additional thanks to* [*Steve Bowler*](https://www.linkedin.com/in/stevebowler/)
