# Can I export a UE4 mesh and then load it at runtime

**URL:** <https://forums.unrealengine.com/t/can-i-export-a-ue4-mesh-and-then-load-it-at-runtime/449580>\
**Category:** Mobile\
**Tags:** unreal-engine, iOS, Android, runtime, question\
**Created:** [May 25, 2019, 10:49pm UTC](https://forums.unrealengine.com/t/can-i-export-a-ue4-mesh-and-then-load-it-at-runtime/449580 "2019-05-25T22:49:38Z")\
**Posts on this page:** 6\
**Page:** 1

<div class="post-metadata">

**Author:** ![mattwallace](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mattwallace](https://forums.unrealengine.com/u/mattwallace)\
**Post date:** [May 25, 2019, 10:49pm UTC](https://forums.unrealengine.com/t/can-i-export-a-ue4-mesh-and-then-load-it-at-runtime/449580/1 "2019-05-25T22:49:38Z")

</div>

I’ve been looking at ways to load 3d objects at runtime. I’ve successfully used RunTimeMeshLoader plugin for a VR project that I’m working on, however, I’ve not found any examples for doing this on mobile.

I have a client that is going to have a lot of 3d and I would like to build a CMS to host 3d assets and then dynamically load 3d objects that I’m hosting on a server somewhere.

Would the best solution be to export my 3d messes as .uassets or some other format and then use the following example to somehow load these from the file system after downloading them from the server?

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Ultimately I’d like to convert an Obj or FBX into whatever formate that will allow me to dynamically load it on all platforms that I am running the application on, including mobile.

---

<div class="post-metadata">

**Author:** ![FFehn32](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FFehn32](https://forums.unrealengine.com/u/FFehn32)\
**Post date:** [July 18, 2019, 5:16pm UTC](https://forums.unrealengine.com/t/can-i-export-a-ue4-mesh-and-then-load-it-at-runtime/449580/2 "2019-07-18T17:16:43Z")

</div>

I want to know this too…

---

<div class="post-metadata">

**Author:** ![CraftyWeazel](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CraftyWeazel](https://forums.unrealengine.com/u/CraftyWeazel)\
**Post date:** [July 29, 2019, 5:31am UTC](https://forums.unrealengine.com/t/can-i-export-a-ue4-mesh-and-then-load-it-at-runtime/449580/3 "2019-07-29T05:31:49Z")

</div>

Hey, I’m looking into this right now, too. Didn’t find any out-of-the-box answer however…

It seems that RuntimeMeshLoader uses the ThirdParty library assimp, which now also runs on Android and iOS. So maybe we could start from there, trying to modify the plugin to make it work on mobile devices. But having tried to use external libraries on Android before, with UE4, it’s a mess x)

---

<div class="post-metadata">

**Author:** ![mattwallace](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mattwallace](https://forums.unrealengine.com/u/mattwallace)\
**Post date:** [October 21, 2019, 7:56pm UTC](https://forums.unrealengine.com/t/can-i-export-a-ue4-mesh-and-then-load-it-at-runtime/449580/4 "2019-10-21T19:56:00Z")

</div>

I’m currently trying to get Assimp to work with iOS. I’ve not had any luck. This should be fun to figure out.

---

<div class="post-metadata">

**Author:** ![mattwallace](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mattwallace](https://forums.unrealengine.com/u/mattwallace)\
**Post date:** [October 21, 2019, 7:56pm UTC](https://forums.unrealengine.com/t/can-i-export-a-ue4-mesh-and-then-load-it-at-runtime/449580/5 "2019-10-21T19:56:25Z")

</div>

Wonder if you have done any exploration into this at all and if you ever got anything working

---

<div class="post-metadata">

**Author:** ![CraftyWeazel](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CraftyWeazel](https://forums.unrealengine.com/u/CraftyWeazel)\
**Post date:** [October 22, 2019, 11:12am UTC](https://forums.unrealengine.com/t/can-i-export-a-ue4-mesh-and-then-load-it-at-runtime/449580/6 "2019-10-22T11:12:21Z")

</div>

I managed to get it working on Android.  
I just modified the already existing plugin RuntimeMeshLoader, by adding what was needed in RuntimeMeshLoader.Build.cs file. Basically, I downloaded assimp myself (same version the plugin was using, or I upgraded it i don’t remember), adding the android parts of it in the ThirdParty folder. Then I added the Android case in the Build.cs (there was already an MacOS and Windows case) and did what I’ve learnt to import the Android library.

Here is the modified part of Build.cs:

```
		else if(Target.Platform == UnrealTargetPlatform.Android)
		{
			System.Console.WriteLine("Loading Assimp for Android");
			
			//Add the runtime dependency
			string LibraryPath = Path.Combine(ThirdPartyPath, "assimp/lib/Android/armeabi-v7a");
			PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "libassimp.so"));
			//LibraryPath = Path.Combine(QRDetectorPath, "Libraries/Android/arm64-v8a");
			//PublicAdditionalLibraries.Add(Path.Combine(LibraryPath, "libQRDetector.so"));
			//RuntimeDependencies.Add(Path.Combine(LibraryPath, "libQRDetector.so"));

			//APL
			string RelAPLPath = Path.Combine(ModuleDirectory, @"..\..\ThirdParty\assimp\Assimp_APL.xml");
			AdditionalPropertiesForReceipt.Add("AndroidPlugin", RelAPLPath);

            isLibrarySupported = true;
        }
```
