# Yi-X - EZ Texture Import - Batch Texture Import & Material Setup 

**URL:** <https://forums.unrealengine.com/t/yi-x-ez-texture-import-batch-texture-import-material-setup/2855809>\
**Category:** Product Discussion\
**Tags:** fab\
**Created:** [November 14, 2026, 1:01pm UTC](https://forums.unrealengine.com/t/yi-x-ez-texture-import-batch-texture-import-material-setup/2855809 "2026-11-14T13:01:08Z")\
**Posts on this page:** 1\
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**Author:** ![XuYi1999](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@XuYi1999](https://forums.unrealengine.com/u/XuYi1999)\
**Post date:** [November 14, 2026, 1:01pm UTC](https://forums.unrealengine.com/t/yi-x-ez-texture-import-batch-texture-import-material-setup/2855809/1 "2026-11-14T13:01:08Z")

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**Turn Folders of Texture Maps into organized Textures and Material Instances inside Unreal Editor.**

Choose folders on your computer to scan texture files, or select project folders and existing Texture2D assets in the Content Browser. Include subfolders when needed. EZ Texture Import uses configurable filename rules to identify map types such as Base Color, Normal, AO, Roughness, and Metallic, then groups matching maps into texture sets. Review the detected sets and batch import the selected files; textures already in your project can be reused directly.

Choose a parent material, define how your filenames map to its texture parameters, and preview the batch before you import. For example, group a rock's Base Color, Normal, AO, Roughness, and Metallic maps, pack AO, Roughness, and Metallic into one ORM texture, then generate a Material Instance with the textures already assigned. Save the configuration for the next batch.

Already have textures, Material Instances, or meshes in your project? Use Material Matching to reconnect textures to existing instances or assign instances to mesh material slots.

##### **Key Features**

- **Batch import with reusable rules.** Scan folders on disk or reuse project Texture2D assets. Group maps by filename, set output paths, add a custom texture prefix, and configure sRGB, compression, normal green-channel flip, and mip settings per rule.

- **Suggest inputs.** Review proposed texture parameter assignments and channel processing based on your filenames, rules, and the selected parent's available inputs.

- **Pack and split channels.** Combine maps into ORM, RMA, or a custom RGBA layout. Extract channels from a packed texture into separate outputs. Preview the channel result and optionally export it as a PNG.

- **Generate Material Instances.** Use a parent Material or Material Instance you choose. Map each texture type to a compatible parameter and create or update instances from the resulting texture sets.

- **Textures → Material Instances.** Match project textures to existing instances by name and rule. Compare current and proposed bindings and update selected texture parameters while preserving scalar and vector settings.

- **Material Instances → Meshes.** Match instances to Static Mesh or Skeletal Mesh material slots using naming conventions or custom rules. Review each slot and choose a candidate when a match is ambiguous.

- **UDIM, Streaming Virtual Textures, and reimport.** Group UDIM tiles and configure streaming virtual texture settings. Opt in to monitor recorded source files and rebuild dependent channel outputs when those sources change in the editor.

- **Preview and review every batch.** Inspect output names, destinations, bindings, overwrite choices, and validation messages before running the visible, checked, valid rows. Track individual outcomes and save configurations for recurring jobs.

##### **Technical Details**

- **Product version** — 2.7.1

- **Plugin type** — Unreal Editor C++ plugin with one Editor module, `EZTextureImport`

- **Development platform** — Windows 64-bit

- **Engine builds** — Separate builds compiled for UE 5.4.4, 5.5.4, 5.6.1, 5.7.4, and 5.8.4

- **Included documentation** — English in-editor Help and a Chinese user guide

- **Material setup** — Bring a parent Material or Material Instance with compatible texture parameters

- **UDIM and SVT setup** — Enable virtual texture support in the project and use compatible virtual texture samplers. Channel Pack/Split uses single-block inputs and generates 8-bit linear output.

- **Mesh matching scope** — Applies material assignments to the mesh asset's default slots. Existing component overrides are retained.

> **[EZ Texture Import - Batch Texture Import & Material Setup](https://www.fab.com/listings/658b8df0-fa06-4f97-a51a-51a67a1b8106)**
>
> Turn Folders of Texture Maps into organized Textures and Material Instances inside Unreal Editor.Choose folders on your computer to scan texture files, or select project folders and existing Texture2D assets in the Content Browser. Include subfolders...
