Export Options Reference

You can find the latest reference by Epic Games here: https://docs.unrealengine.com/5.2/en-US/exporting-unreal-engine-content-to-gltf/

Below you'll find the latest reference that was available by the time the plugin was shipped

General Options

Option

Description

Export Uniform Scale

Scales exported Assets to compensate for differences in units. The default value is 0.01, to convert from Unreal Engine's default unit of centimeters to glTF's default unit of meters.

Export Preview Mesh

When enabled, the glTF exporter exports the preview mesh for a standalone animation or Material Asset.

Skip Near Default Values

When enabled, the glTF exporter does not export floating-point-based JSON properties that are nearly equal to the default values specified in the glTF specification or the specifications for glTF extensions. This reduces the size of the exported JSON data. Skipped properties are treated as though they're set to their exact default values.

Material Options

Option

Description

Export Proxy Materials

Export Unlit Materials

Export Clear Coat Materials

When enabled, materials that use the clear coat shading model are exported correctly.

Some glTF viewers do not support KHR_materials_clearcoat.

Bake Material Inputs

Specifies whether to bake a Material into a texture, and if so, how to bake it.

  • Disabled: Never use material baking and only rely on material expression matching.

  • Simple: If a material input needs baking, then only use a simple plane as mesh data.

  • Use Mesh Data: If a Material input uses mesh-specific data such as vertex color, world position, vector transform nodes and so on, this setting includes that data in the Material baking process, and the resulting texture. For materials that don't use mesh-specific data, the exporter uses a simple plane.

The exporter only uses baking for complex material inputs. For simple texture or constant expressions, it uses Material expression matching.

Default Material Bake Size

When Bake Material Inputs is enabled, this setting specifies the default size of the baked texture that contains the Material input.

You can override this default setting with Material-specific and input-specific bake settings. For more information, see the following sections:

Default Material Bake Filter

When Bake Material Inputs is enabled, this setting specifies the default filtering mode used to sample the baked texture.

You can override this default setting with Material-specific and input-specific bake settings. For more information, see the following sections:

Default Material Bake Tiling

When Bake Material Inputs is enabled, this setting specifies the default addressing mode used to sample the baked texture.

You can override this default setting with Material-specific and input-specific bake settings. For more information, see the following sections:

Default Input Bake Setting

Mesh Options

Option

Description

Default Level Of Detail

Export Vertex Colors

Specifies whether to export vertex colors.

If you set Bake Material Inputs, in the Material Options, to Use Mesh Data, the exporter bakes vertex colors automatically for any Material that needs them.

The glTF format always uses vertex colors as a base color multiplier, which often produces undesirable results. We recommend disabling this option in most cases.

Export Vertex Skin Weights

Specifies whether to export the vertex bone weights and vertex indexes of Skeletal Meshes, which are required for animation sequences.

Use Mesh Quantization

Animation Options

Option

Description

Export Level Sequences

Specifies whether the glTF exporter exports Level Sequences. It only supports transform tracks. The exported Level Sequence plays at the Level Sequence Asset's Sequence Display Rate (frames-per-second setting).

Export Animation Sequences

Texture Options

Option

Description

Texture Image Format

Specifies the image file format to use for exported textures.

  • None: The exporter does not export any textures.

  • PNG: The exporter always exports textures as .png files.

  • JPEG (if no alpha): The exporter exports textures that do not have an alpha channel as .jpeg files. If a texture has an alpha channel, the exporter exports it as a .png file instead.

Texture Image Quality

Specifies the level of compression for textures exported in a lossy image format. You can set values between 1 (least compressed) and 100 (most compression). Set a value of 0 to use the default compression level for the format. For .jpeg files, 0 is equivalent to the default value of 85.

Export Texture Transforms

Adjust Normalmaps

When enabled, the glTF exporter flips the direction of the green channel in normal maps to conform to the glTF convention.

Scene Options

Option

Description

Export Hidden In Game

Specifies whether to export Actors and Components that are set as hidden in-game.

Export Lights

Export Cameras

Specifies whether to export Camera Components.

Variant Sets Options

Option

Description

Export Material Variants

Specifies whether and how to export material variants that change the Materials property on a Static or Skeletal Mesh component.

  • None

  • Simple

  • Use Mesh Data

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