So I know how to migrate files from my current project but how exactly do I import uasset files into a new project? If I just drag and drop into the project directly I get error messages and nothing happens. If I drop the files into the content folder in Windows manually then I still have to remake all my materials and often run into other issues. The files work technically but all the textures and other things have to be reassigned when doing it this way
What is the procedure to importing uasset files into a project? Whether they’re my own files that I migrated from a different project or even assets that I purchased on the marketplace. I don’t know how to do this correctly. All the documentation and tutorials I’ve found only go over migrating files FROM a project but not how to import those files INTO a project. Other formats like obj, fbx, images, etc can beeasily drag & dropped but uasset files are different
If they’re assets from the marketplace, you use the launcher on the “Library” tab under “Vault” to add things to a project. If you’re migrating, it goes from one project to the other, no middle stop. You can pack things to add that middle stop using right click → “Export” on the original and then “Import” on the target project under “File” (I think, if not file, another top bar tab on the main page).
As far as adding .uassets, I believe the reason you can’t simply drag and drop .uasset files into UE is that every file in UE5 has an ID#, and when a file is converted to .uasset it gains that ID#. If a file had the same ID# as another .uasset, when that file is sought out it would return two answers for one question and that would be a crash-worthy error, and that ID# cannot be changed due to integral code in the engine.
That’s the reason when you get things from the store or elsewhere, there is a process to that, you can’t just drop files in. They need to be packages, like .fbx or .obj.
I really hope that helps. I’m sorry to be the bearer of bad news.
When I select Import in the editor it only tries to import other formats such as obj, fbx, textures, etc. It does not import uassets.
For full packages from the marketplace I get that, I meant more like uasset files that I purchased (which are not complete packages such as a map with blueprints or a character with control rig). Or even if someone shares a file such as an object with materials and textures all in uasset format. It seems there is no easy way to import these files. If I drop it in directly through windows then none of the materials and textures are connected
Considering uasset files are Unreal’s own file format there should be a way to simply import files from other places. Such as buying a shader or a character from places like Artstation, gumroad, or even files from tutorials.
Migrate files from one of your own projects to another one of your own projects on the same computer is simple but for some reason trying to import files from anyone else’s projects is very complicated and often does not work correctly. I end up having to rebuild materials, link textures, etc all manually this way
What I tend to do to share uassets with other people, on different computers is. first create a blank starter project, name it whatever main asset you are planning to share. I then just migrate the asset(collection of characters, level, level sequence, BP, whatever) to this new blank project. I then zip the new project folder I just migrated to. And then send that .zip file to whomeever. And you avoid having to do any “import” step. Just unzip on the other end and open the project.
That way you make sure it grabs all the related and referenced assets that are connected to the main asset you are sharing(by using the migration tool), so you are not relinking materials, etc. on the other end.
That’s great if I’m the one sharing the files but it doesn’t help much if I’m trying to import the files into my own projects, which is what I’m having trouble with. Uassets that come from marketplaces, tutorials, patreon, other users, etc are not usually shared in that way. Seems like a pretty convoluted process to just share a simple static mesh with some textures and materials anyway
So dropping them into windows explorer’s project folder does work, as you said, and the reason all of this happens (the textures having to be reassigned etc). This isn’t something you can alter, as this is because the files weren’t packed together to preserve references. That’s the fault of the sharer. Honestly I’m not sure WHY they wouldn’t pack it as an .fbx, .obj, or their native file type. Most websites do that, such as Mixamo.
Long story short, the reason the files aren’t linked is because you are importing them separately, which isn’t your fault because they weren’t packed efficiently. References aren’t saved when they’re not packed together, because otherwise you’d get Null Reference Exception city.
Not sure what you mean by “packed together”. It’s just a folder with uassets exactly like all the others folders in your content folder. There’s not really any other way to pack them.
Second if you buy Unreal specific files such as a zombie character on Artstation complete with blueprints, control rig, skeletal mesh, physics assets, clothing, materials, weapons, textures, etc then of course it is going to be a folder with uasset files. That’s the whole point of buying an Unreal asset. So everything is ready to go specifically for use in Unreal. I have no problem importing fbx or obj files, that is not the issue. The issue is importing uassets specifically
Or if I’m following an Unreal animation tutorial on Youtube or from a paid course and they include the assets that we will be animating as a uasset file so that I can follow along with the instructor. It should be simple to use the uassets that they provided. However that is not the case. And that is the issue here.
If you don’t see how this is a problem then you’re lucky that you have not had to deal with this issue but many others have, judging by a quick search before I posted this question here. There doesn’t seem to be any solution to importing third party uassets it seems, other than having to reconnect everything and hope for the best
Not obviously. I usually just-copy stuff across into folders, into a live session of the app I am currently working on. This is in File Explorer, not unreal.
I make sure I have the same folder path, creating new subfolders in the target app if necessary. I can then copy the bottom-level folder, with textures, .uasset files therein, etc into the new app.
Works for me. I just tested in 5.3.2.
If I open the material and it points to things I forgot to copy, like the missing MPC subfolder I forgot to copy-over, it will bork THAT thing, even if I don’t save it. If I then do copy the missing item(s), anything else, will open OK.
EDIT: and the thing that I broke-broke, I fixed by closing the app as the asset was locked and could not be copied-over. Then copied, then reopened, worked.
A FWIW, I do migrate stuff between projects, usually from the marketplace project directly into whatever; I don’t want to have to hunt for stuff at the file level, the migate works out the dependencies. But that aside and/or once that is complete, at the file-leve, just-copying .uasset files (folders) works, for me at least.
Idk if the problem is still actual, but I faced this problem too literally today.
The solution is You need to keep the path to the file that is set in your downloaded uassets.
for an example:
-You downloaded the assets of a character or location or something else and you should have a Content folder inside it.
-You have to copy ALL the files from Content folder to your own Content folder, and not to any other folders.
It happens because all the uasset files are connected with each other, and moving the files between them may cause issues. I hope I helped you