Unreal 到 Unity 导出器是一款强大的工具,可以帮助您在将虚幻引擎项目转换为 Unity 时节省时间和精力。它是一个虚幻插件(只有放在虚幻中才能工作,请参阅教程),可以将完整的虚幻关卡导出到 Unity。这意味着它会批量转换带有 LOD 的静态网格体、碰撞形状、Actor 放置、贴花、灯光、反射探头、样条网格体、带动画的骨骼网格体、动画通知、地形、植被、材质(甚至包括 URP 下的后处理材质)、纹理。
如果您曾经梦想将您在虚幻中的精细工作转移到 Unity 而不丢失关键元素,那就别再犹豫了。
适用版本:UE4.27-5.8

在此观看视频教程:https://youtu.be/_BXcOMBAhGk?si=Bu_rib55L_TY945e&t=144
工作流程
网格体 – 所有网格体都按原始虚幻资产导出为单独的 FBX,并带有每个 LOD 的几何体
材质与纹理 – 有多种选项:默认是自定义着色器,可以精确复现虚幻材质。这还包括着色器参数、顶点动画、程序化纹理(如 WorldAlignedTexturing 或 UV 平移)、后处理着色器(仅限 URP)。您也可以尝试使用标准着色器,配合或不配合烘焙。导出前,如果您想保留原始材质外观并使用标准着色器,可以使用 BakeTextures 选项。请注意,烘焙会显著增加项目中的纹理数量(增加 VRAM 消耗),可能会创建重复纹理,或者可能会在原本未使用纹理的地方创建额外纹理(例如,如果单个浮点数被用于粗糙度/金属度/AO)。
Nanite 网格体 – 有 2 个选项:导出原始网格体,或导出粗糙/简化网格体。
骨骼网格体与动画 – 有一个选项可以导出为骨骼网格体或转换为静态网格体。每个骨骼 Actor 都会导出其指定的动画资产,或者也可以选择导出与该骨骼网格体骨架兼容的所有动画。
碰撞 – 所有碰撞形状都会被导出,包括凸包碰撞体。这还会考虑每个项目或每个网格体的碰撞复杂度设置,因此如果出现问题请留意这些设置。
预制体 – 有一个选项可以选择不创建它们(当您想导出多个场景时很有用)、按每个网格体/材质组合创建,或使用新的实验性选项仅为原始蓝图创建预制体。
地形 – 导出前,请使用 ConvertLandscapesToStaticMeshes。这会将地形变为静态网格体,并保留原始材质与纹理。还有一个实验性的地形导出功能,可以导出为多个 Unity 地形(每个地形组件 1 个),这需要您在 Unity 中使用 UnrealToUnity->ImportTerrainHeightmapAndGrass 选项,但请注意,这种方式下材质与纹理尚未被转移。
植被 – 有 2 个选项:在导出前将每个实例转换为静态网格体 Actor,或者使用 TreeInstances 工作流,将植被数据放入一个 GameObject,然后在 Unity 中打开场景后,您必须选择 UnrealToUnity->MoveTreeDataToTerrain。这会将树木实例数据移动到新创建的 Unity 地形的 TreeInstances 中。这比每个实例一个 GameObject 快得多,但请注意它并不像虚幻中那么快,而且您始终需要一个 Unity 地形来渲染它们。
声音 – 所有声波资产都会导出为 OGG 文件。
支持的 Unity 版本:
内置管线:Unity 2019.4 或更新版本
URP:Unity 2021.2.7 或更新版本(URP 11.0 或更新版本)
HDRP:Unity 2021.2.7 或更新版本(HDRP 11.0 或更新版本)
支持的虚幻平台
Windows、MacOS、Linux
某些材质不会看起来与虚幻中 100% 相同,其中一个方面是平滑度曲线,还有一些包含特殊材质节点的情况
对于地形,您需要先选择 ConvertLandscapesToStaticMeshes 选项。
如果由于任何原因遇到着色器编译错误,请给我发邮件至 relativegames7@gmail.com
光照强度不会完全匹配
为实例化网格体创建预制体,以便更轻松地编辑
不会导出的内容:
布料
我尚未修复的特殊材质节点
粒子发射器
风修改器
次表面散射
细分曲面
超过约 3000 万边形的地形,因为 FBX 导出器会崩溃。
运行时虚拟纹理
草地功能
云功能
关卡序列
Groom 资产
Unreal To Unity Exporter 2026
The Exporter for Unreal to Unity is a powerful tool that can help you save time and effort when converting your Unreal Engine projects to Unity. It is an unreal plugin (it will work only when placed in Unreal, see tutorial) that will export complete Unreal levels to Unity. That means it will batch convert static meshes with LODs, collision shapes, actor placement, decals, lights, reflection probes, spline meshes, skinned meshes with animations, animation notifies, terrain, foliage, materials (even post processing materials under URP), textures.
If you’ve ever dreamed of transferring your detailed work from Unreal to Unity without losing crucial elements, look no further.
Watch the video tutorial here : https://youtu.be/_BXcOMBAhGk?si=Bu_rib55L_TY945e&t=144
Workflows
Meshes – All meshes are exported as individual FBXs per original unreal asset with per LOD geometry
Materials & Textures – There are multiple options : the default is custom shaders which replicate the unreal materials exactly. This also includes shader parameters,vertex animations, procedural texturing (like WorldAlignedTexturing or UV panning),post processing shaders (URP only). You can also try using standard shaders with or without baking. Prior to export you can use the BakeTextures option if you want to preserve the original material look AND use the standard shaders. Do note that baking significantly increases the number of textures in your project (increasing VRAM consumption), may create duplicate textures or may create additional textures where none were originally used (like if a single float was used for roughness/metallic/AO for example).
Nanite meshes – There are 2 options : either export the original mesh OR the coarse/simplified mesh.
Skinned meshes & Animations – There’s an option to either export as Skinned mesh or convert to static mesh. Every skinned actor exports its assigned animation asset OR there is an option to export all animations compatible with the skinned mesh skeleton.
Collision – All collision shapes are exported including convex hull colliders. This also takes into account the per project or per mesh collision complexity setting so watch out for those in case of issues.
Prefabs – There is an option to either not create them (useful when you want to export multiple scenes), create per mesh/material combination or the new experimental option to create prefabs only for original blueprints.
Terrain – Prior to export, please use the ConvertLandscapesToStaticMeshes. This makes the terrain a static mesh and preserves original material & textures. There is also an experimental Landscape export to multiple unity terrains (1 per landscape component) which requires you to use UnrealToUnity->ImportTerrainHeightmapAndGrass option in Unity but do note that this way materials & textures are not transferred yet.
Foliage – There are 2 options : either every instance is converted to a static mesh actor prior to export OR you can use the TreeInstances workflow where data about foliage is put into a GameObject and then in unity after opening your scene you must select UnrealToUnity->MoveTreeDataToTerrain. This moves the tree instances data into a newly created Unity terrain’s TreeInstances. This is much faster than per instance game objects but do note it’s not as fast as unreal and you will always need a unity terrain to render them.
Sounds – All sound wave assets are exported as OGG files.
Supported Unity versions :
Built in pipeline : Unity 2019.4 or newer
URP : Unity 2021.2.7 or newer ( URP 11.0 or newer )
HDRP : Unity 2021.2.7 or newer ( HDRP 11.0 or newer )
Supported Unreal Platforms
Windows, MacOS, Linux
– certain materials will not look 100% like in Unreal, one aspect being the smoothness curve, and a few others containing exotic material nodes
– for terrain you need to first select the ConvertLandscapesToStaticMeshes option.
– if for any reason you have shader compilation errors give me an e-mail at relativegames7@gmail.com
– light intensities will not match exactly
– creates prefabs for instanced meshes for easier editing
What doesn’t get exported :
cloth
exotic material nodes that I haven’t fixed yet
particle emitters
wind modifiers
subsurface scattering
tessellation
terrain with over ~30 million polygons as the FBX exporter will crash.
RuntimeVirtualTextures
Grass feature
Clouds feature
Level Sequences
Groom Assets
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