Exporter for Unreal to Unity 2023

2023 Edition

Support ends at 31 December 2023. Special New Year offer until January 10, only 10$ to upgrade to 2024 edition Upgrade to 2024 Edition


This is an unreal plugin (it will work only when placed in Unreal, see tutorial) that will export Unreal levels to Unity. That means static meshes with LODs, collision shapes, actor placement, decals, spline meshes, skinned meshes, terrain, materials & textures.
Watch the video tutorial:
https://www.youtube.com/watch?v=thGvNU1WH58

Sample projects exported with this plugin :
Fantasy Village https://www.youtube.com/watch?v=M9s67s8ltA0
Havana https://www.youtube.com/watch?v=hMwCKEiMUpA
UndergroundSubway https://www.youtube.com/watch?v=CRIklte6kYk
VictorianStreet https://www.youtube.com/watch?v=GtZAgaklHME
1970s New York City Alley https://www.youtube.com/watch?v=aOcxIXRa5qc
MedievalTownStreet https://www.youtube.com/watch?v=cAzYPqThsB4

Frequently Asked Questions
If you encounter any problems, don't hesitate to contact me at relativegames7@gmail.com !

Supported Unreal Versions :
- 5.0-5.3, 4.27

Supported Unity versions :
Built in pipeline : Unity 2019.4 or newer
URP : Unity 2021.2.7 or newer
HDRP : Unity 2021.2.7 or newer

- certain materials will not look 100% like in Unreal due to exotic material nodes or nodes I haven't fixed yet
- 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 .
- URP 11.0 or newer
- HDRP 11.0 or newer
- light intensities will not match exactly
- creates one FBX per static mesh and prefabs for instanced meshes
- exports decals for URP and HDRP

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

If you're not convinced about this tool I can also provide a personalized video preview for your target assets if you can share those assets with me.

Release Notes

1.34 - added BakeTextures feature in order to export correct textures for unity when using the standard shaders export flow - fixed standard shaders with default decal shader - fixed AO with HDRP for baked/Standard Shaders - improved semantic detection for standard shaders - fixed constant roughness when using standard shaders - added Warning when RenderPipelines Mismatch - fixed shader errors when using Substrate - lowered URP Decal fix to Version 202130 - fixed missing CustomExpression code when exporting with VS for BuiltIn SRP - fixed a rare issue when terrain doesn't look the same when a layer is null - added InstancedMesh component for faster rendering in unity of the exported meshes 1.33 - added "KeepUnityVectors + NoWorldNormalCopy" to fix certain normal based materials - fixed rare forward rendering issue related to tangent.w value - fixed local lights not showing up in HDRP - fixed a compilation bug found on linux by a customer - fixed compilling shaders on HDRP when Virtual Texturing is on - fixed HDRP issue starting with 2022.3 - fixed const char in UE_LOG calls (future proofing for 5.4) - fixed decal normalalpha/MAOSAlpha - added missing function GetLightmassReplaceState - fixed rare CustomizedUVs shader error - fixed having MaterialDynamicInstances with identical number suffixes. - fixed SetPlatformData for 5.4 and 4.27 - fixed material names with unicode characters - fixed animation export for 5.1+ - improved standard shader heuristic - fixed skeletal meshes with 100+ bones and with just 1 LOD - fixed missing shaders due to having multiple MIs with the same name - stop writing sound assets that already exist - added dependent module GeometryCollectionEngine - added conversion from GeometryCollection to static mesh actors 1.32 - fixed decal normalalpha/MAOSAlpha - added missing function GetLightmassReplaceState - fixed rare CustomizedUVs shader error - fixed having MaterialDynamicInstances with identical number suffixes. - compile fixes for 5.2 & 5.4 - fixed material names with unicode characters - fixed animation export for 5.1+ - improved standard shader heuristic - fixed skeletal meshes with 100+ bones and with just 1 LOD - fixed missing shaders due to having multiple MIs with the same name - stop writting sound assets that already exist - include latest compatibility - added dependent module GeometryCollectionEngine - added conversion from GeometryCollection to static mesh actors - renamed Scene to UnityScene for compatibility with 4.26 - extra error checks 1.31 - support for UE5.3 - fixed missing textures when having virtual samplers but project doesn't support virtual textures - fixed new compilation issue for 5.0 - fixed TreeInstances not being rendered when having a single LOD - complete support for Texture2DArrays - fixes for strata based projects - fixed GetPerInstanceRandom in VertexShaders - permanent fix for saving meshes with unique materials so unity doesn't merge them on import - added CreatePackageVersioned for 5.3 - fixed spline->mesh conversion - fixed 5.2 crash related to ALandscapeGizmoActiveActor - added support for TSF_G16 - removed RemoveDepthFade, it's no longer needed, it works ok with it on - fixed another invalid terrain layer name : None - header compile fix for older versions - fixed missing includes for EngineIncludeOrderVersion.Unreal5_2 1.30 - fixed having 1 LOD meshes without _LOD0 in its name - added missing EyeAdaptationInverseLookup - progress bar for ConvertISMToActors - fixes for virtual textures - fixed crash when having way too many "vectorexpressions" - crash fix when having 16 VirtualTextures - fixed TextureCubeSample_Decal - fixed select/select_internal - support for exporting SoundWaves to OGG 1.29 - fixed UseUEExporter crash/assert - fixed exporting skeletal meshes that have cloth data - detaching skinned mesh renderers - helper unity function to fix skinned meshes and transfer materials - minor fix for procedural materials : dot(normal,(0,0,1)) -> dot(normal,(0,1,0)) - minor decal shader fix for 2021.3 - minor crash fix when assets are saved with newer version - removed PrepareForExport (wasn't needed anyway) - fixed for when bUseUnity is false for no apparent reason - made "culled" value of a LODGroup be at (last lod / 2) so objects get culled faster - optimized number of tree prototypes generated when having multiple foliage actors with the same mesh - minor terrain fixes (modifies materials and material functions only once) for multiple terrain proxies 1.28 - UE 5.2 compatibility - async texture export (each CPU core can now export an individual texture speeding up exports exponentially) - added warning message box when textures and meshes can't be written to disk (most likely due to disk out of space) - fixed skinned mesh prefab generation - fixed HDRP compilation issue for Unity 2023 beta and lowered URP decal shader requirement to 2022.2 since that was erroring out as well - decal shader fix for URP 2023 beta - fixed warnings about missing binormal/tangent in convex hulls - TreeInstances component is now populated with instances when exporting with this option ( Terrain Component still needs to be manually created and you also need to select MoveTreeDataToTerrainComponent in unity ). This feature exponentially speeds up exporting when having 1M+ foliage instances. - fixed detaching blueprints with multiple ISMs that were spawning invalid instances 1.27 - fixed some prefab errors - prefab fix when having multiple meshes with the same name but different case - fixed nested prefabs - now showing version in export options dialog - crash fix when landscape has no material assigned 1.26 - fixed MacOS 13 with UE5.1 compatibility - fix for GetPixelDepth in vertex shaders - fixed MaterialExpressionSkyAtmosphereLightDirection for WPO - fixed compilation error when building for GLES3 or GLESCore - added "ShaderDidntCompile" material & texture to indicate materials that don't compile in unreal 1.25 - fixed blueprints with skeletal meshes not being export at all - fixed 4.26 compatibility - added RVTReplacement for MaterialFunctions - fixed MaterialExpressionSkyAtmosphereLightDiskLuminance for 5.1 - fixed bugs coming from GetAllReferencedExpressions which doesn't return all Expressions - fixed missing texture crash - fixed removing POM when input UVs are missing - added MoveFoliageToTerrainComponent to UTU settings in Unity. This moves foliage to the terrain component trees for improved performance but you need to set up the tree prefabs manually for now. - fixed an issue with LODGroups not being able to be used as Tree prototypes - fixed GetObjectOrientation for decals 1.24 - fixed PI definition for builtin shaders - added CosineSampleHemisphere - added Export all animations option 1.23 - fixed a bug where Colliders' Center had NaNs - raised max textures to 48 to fix complex terrain materials - added TangentToWorldLocationType as an export option to fix certain materials that depend on normals or TangentSpace - fixed 4 shader compilation errors - fixed ISM instanced actors having base mesh materials - fixed Decal alpha bug ( clamped to 0..1 ) - fixed a rare terrain material compilation issue - added export completion messagebox 1.22 - fixed a compilation error for UE4.27 - now exporting correct light units for HDRP usage - added HDRPAdditionalLightData to fix HDRP light issues - removed Emission*1000 for HDRP - added more HDRP code to make it compatible with ray tracing - minor fix for non void function - fixed transparent shadow caster for HDRP too - fixed transparent objects to not cast shadow anymore - made the skinned mesh option more intuitive 1.21 - added support for skinned mesh renderers and animations - fixed potential crashes from .c_str() calls - fix for BuiltIn shader compilation - added support for unlit shading model in URP - added support for SceneColor node - UVs are manipulated like in unreal and before sampling I flip the Y so certain effects look right (water, tile selection) - LocalObjectBounds as material parameters - fixed an issue with SMC with vertex colors - fixed crash from null decal material 1.20 - UE5.1 preview 1 compilation & shader fixes - RGBA16F textures are now exported in HDR format - now setting correct compression flags for textures - fixed a rare crash related to textures and parameters - fixed a rare ISM to actors crash - fixed rect lights having a NaN range - fixed a tangent error for certain terrain materials 1.19 - fixed HDRP UV1 and emission - fixed transform problems with vertex shaders - added option to export Brushes (sometimes it may crash) - added decal draw order - set URP project to have m_ShadowCascadeCount = 4 so shadows will look better - improved standard shaders heuristics - can now function as an engine plugin - error checks for installation files - over 10 shader compilation fixes

Basic Information
Latest Version
1.34 (15 Dec 2023)
Publisher
Ciprian Stanciu
Category
Tools/Integration
Size
348.5 KB
Price
free
Asset Rating
(11)
Extended Information
Unity Versions
2021.3.32
Render Pipelines
BIRP URP HDRP
State
Deprecated