Knowledge Base: Interchange FBX options

  1. In FBX you can turn on “Import as material instances” for “Material Import”
    UE will use the Lambert or Phong Surface Material defined in All/EngineData/Plugins/InterchangeAssets/Materials. UE will fill textures based on material parameter names.
    You could make a custom material using the appropriate input parameters and use that one on import dialog, or programmatically force UE to use that with a custom pipeline.

  2. a) You can duplicate some of the premade Master Material and related material instance to make them do what you want. And change in the project settings which Material Instance UE should use per type of material.
    b) Else for finer control you might have to use some custom pipeline and customization

Here is where you can specify custom material instance to be used when importing glTF.

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