Getting Started
Last updated
Last updated
Hello and welcome! Thank you for purchasing the glTF Batch Exporter. Let's get you started!
If you have received this plugin as a .zip file, please create a folder named "glTFBatchExporter" in the "Marketplace" folder of your Engine installation and copy the contents of the .zip into it. Your final folder structure should look like this: D:\Epic\UE_5.2\Engine\Plugins\Marketplace\glTFBatchExporter\Binaries\.. D:\Epic\UE_5.2\Engine\Plugins\Marketplace\glTFBatchExporter\Content\.. etc.
Just like any other Unreal Engine plugin, you can install the glTF Batch Exporter by locating it in your library and pressing the "Install to Engine" button.
Unless you have already installed the plugin for all suitable engine versions, a dialogue will open asking you which engine version you want to install the plugin for.
Select the engine version you want to use the plugin for from the drop down list and press the 'Install' button.
Once the plugin has been successfully installed, open a project using the same Unreal Engine version you just installed the plugin for. Then select 'Settings' from the top right corner of the editor and click on 'Plugins'.
Start typing "glTF Export" in the search bar.
and make sure that the following plugins are enabled:
Unreal Engine may ask you to restart the engine. If this is the case, please restart the Unreal Engine Editor.
Once the plugin is enabled, it is time to export our first assets! To do this, open your Content Drawer and select the assets you want to export by holding down the LEFT SHIFT key on your keyboard and left-clicking on the assets you want to export.
With the assets selected, right-click and select Scripted Asset Actions -> Batch Export as GLTF.
This should open the following dialogue:
Under Export Path you can type in the folder where the exported assets will be written.
The final asset paths are as follows: "Export Path" + "Asset Name" + ".gltf" Example: "C:\UnrealExport\SM_Cube.gltf"
At Export Preset you can choose from a pre-defined set of export configurations in the Export Options.
Each of these options are the default glTF export options, with the texture resolution changed to that of the option name.
To create a custom export preset, please check "Create a custom export configuration".
At Export Format you can choose the glTF format the assets should be exported to. The following formats are available:
JSON
.gltf
Includes the following elements, saved separately in a directory you specify:
Full scene description: saved as a JSON-formatted, human-readable UTF-8 text file with the .gltf
extension.
Texture files: saved to the format you specify, .png
, .jpeg
, and so on.
Binary data files: saved separate files with a .bin
file extension.
Binary
.glb
Combines all binary data and all textures into a single self-contained binary file.
"Use Asset Texture Resolution" will ignore the resolution that is defined in the selected Export Option, but instead go through all materials and textures of each asset and select the highest resolution that is present in that asset. This is useful for cutting down export size.
"Preserve Asset Path" will ignore the normal final asset path as described above, but instead export the asset using the path under which it exists in the project.
Example: C:\UnrealExport\Game\Meshes\SM_MyMesh.gltf
"Overwrite Existing Files" will overwrite any previously exported files at that location. If you turn it off, it will skip existing files. This is useful should Unreal Engine have crashed during the export process.
Once you start you export you can see the progress bar at the bottom fill up with each completed export. glTF Batch Exporter comes with an async wrapper for the export function to enable this feature so you don't have to guess how much assets are left in your export.