Step 3. Importing the assets into Unreal Engine
It is finally time to import the Parts and Mesh files into Unreal Engine 5!
Let's create a folder in the content folder, with the title (AssetName) of your asset. I called my asset for the sake of this guide "Guide", so I will create a folder called "Guide".
It is required to create a folder hierarchy for BricksImporter to work correctly:
A folder containing the Bricks Mesh file (the Mesh .fbx file)
A subfolder within this folder called "Parts".
An example is shown down below:

Importing the Parts .fbx file (Mecabricks)
To import the parts into your UE5 project, you can simply drag and drop the Parts .fbx file in the Parts folder.
A window will open up, letting you choose import options. Make sure to copy the same settings as in the screenshots down below:

The following settings have been adjusted, compared to the default .fbx UE5 import settings:
Uncheck "Remove Degenerates". This step is very important, because if you would skip this, your bricks will most likely have visual artifacts.
Uncheck "Generate Lightmap UVs". Since we are not using baked static lighting, we can delete this. Keeping them enabled will cause textures to appear incorrect.
Make sure Combine meshes is Unchecked. (this is set by default)
Set Normal Import Method to Import Normals and Tangents.
That's it. Your Parts file should now be imported correctly!
If you want correct mesh collision, make sure to set the right project settings as mentioned here. This is only needed if you use a custom UE5 project and not the default BricksImporter project.
Importing the Parts .glb file (BrickLink)
To import the parts into your UE5 project, you can simply drag and drop the Parts .glbfile in the Parts folder.
A window will open up, letting you choose import options. Make sure to copy the same settings as in the screenshots down below. All the settings with an arrow on the right side of the screen are adjusted:


The following settings have been adjusted, compared to the default .fbx UE5 import settings:
Uncheck "Use Source Name for Asset". This step is very important, because if you would skip this, your bricks will not process correctly later on.
Uncheck "Recompute Tangents".
Uncheck "Generate Lightmap UVs". If unchecked, textures will look strange on your 3D meshes.
Check "Allow Non Power Of Two". If unchecked, textures might not import.
Importing the Mesh .fbx file (Both Mecabricks / BrickLink)
Importing the Mesh .fbx file has a different approach. Go to File -> Import into Level...

You'll be asked where you want to store the .fbx data in your Content Browser. Navigate to your main Bricks asset folder, so in my case that would be /Content/Guide/ :

Then you will be asked how you want to import the .fbx file. Please use the following settings:


Importing can take a while, especially for larger assets.
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