

Unreal has a Map file that is similar to a Unity Scene. In Unity, you place GameObjects in a scene and save that as a Scene asset file. Unity supports a wide array of file formats. The assets in the editor will update automatically as you make changes to the files using an external program. To import assets into your game, simply drop files into your project's Content directory and they will be automatically imported and appear in the Content Browser. Similar to a Unity project's Assets folder, this is where your game assets are stored. In UE4, each project has a Content folder. The most important are the Content and Source sub-folders.

Project folders have various sub-folders that contain your game's content and source as well as various configuration files and binaries.

uproject files to load your game into the Unreal Editor, or Right-click for additional options. Just like Unity projects, Unreal projects always exist in their own directory and have their own project file. Projects and Files So what are all these directories and files? UE4 keywords link directly to more in-depth information inside Unreal Engine's Online Documentation. This happens with multiple meshes (static objects and rigged characters).Īlso just going from Zbrush (with an x normals bake) to unity with no blender involvement works fine on the mesh (it just isn't rigged :( ).The following section contains common Unity terms on the left and their UE4 equivalents (or rough equivalent) on the right. I thought that the Zbrush UVs had come across fine as the texture is displayed properly in blender, but perhapse they are not assigned as UVs in blender? I have no idea about UVs in blender. Hence I am assuming my UV has issues (or blender has created a new default one in the export?. But when I drag my textures (normal and diffuse) onto the FBX mesh (which should have exported with the UVs) its like the UVs are completely different or massively messed up, we are not talking a few stray seem artifacts, but rather a complete picasso, with large sections of black on the model where the bg of the diffuse is being used. Now when I export FBX to unity the model comes across fine with anims etc.

I then put in a meta rig, rig it, weight paint, animations etc.
