# Exporting meshes after game stop

**URL:** <https://forums.unrealengine.com/t/exporting-meshes-after-game-stop/796001>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, CPP, Blueprint, question\
**Created:** [March 21, 2023, 9:38pm UTC](https://forums.unrealengine.com/t/exporting-meshes-after-game-stop/796001 "2023-03-21T21:38:48Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![SupportiveEntity](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SupportiveEntity](https://forums.unrealengine.com/u/SupportiveEntity)\
**Post date:** [March 22, 2023, 2:58am UTC](https://forums.unrealengine.com/t/exporting-meshes-after-game-stop/796001/2 "2023-03-22T02:58:19Z")

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Hey there @Nevim32! So natively there’s no way to export out a static mesh to obj/fbx at runtime. However, there are plugins that (while out of date now) did do this. If you’re proficient in C++ you might be able to ask for some pointers? Here’s another related post with users talking about it.

> **[Runtime .OBJ(wavefront) Mesh Exporter in Code Plugins - UE Marketplace](https://www.unrealengine.com/marketplace/en-US/product/runtime-obj-mesh-exporter)**
>
> A plugin that is used to export static meshes at runtime to .OBJ format.

> [@Can I export a UE4 mesh and then load it at runtime](https://forums.unrealengine.com/t/can-i-export-a-ue4-mesh-and-then-load-it-at-runtime/449580):
>
> 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 examp…

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