Importing assets from FAB

hi, so maybe a weird question but i lowkey don't get UE that well - let's say I download an asset from fab (3d model) via plugin and it works fine when it's in all>content, but the moment i move it out to a modreference>content>buildables they all get borked (MIs, meshes losing their materials). On materials I got "Param2D> Found NULL, requires Texture2D"... it breaks because of some redirectors maybe? is there a way to download an asset from FAB and have it work from the mod folder?
Solution:
okay, so to include both ways and mark this question as answered, I'll merge it into one message: Rex's approach:
1. download and install UE 5.3 from Epic Games 2. create a blank project in that UE 5.3...
Jump to solution
12 Replies
xXdrewbaccaXx
xXdrewbaccaXx•2mo ago
I looked into this last week; short answer is no, there's no way to bring FAB items into the custom engine we use for SF modding. (or any custom engine for that matter)
TajemnikTV
TajemnikTVOP•2mo ago
ah bollocks...
xXdrewbaccaXx
xXdrewbaccaXx•2mo ago
Yeah, seems to be something people have been hoping to see added as functionality for awhile.
TajemnikTV
TajemnikTVOP•2mo ago
can't blame them, that would definitely speed up some things, especially that fab is filled with many pretty good assets, and that would be a life saver for less advanced users or people without much of a background in modeling or however the process of making these assets is called
Rex
Rex•2mo ago
The approach I used back in U8 with the Unreal Marketplace, adapted for 1.0 and Fab, would be: 1. download and install UE 5.3 from Epic Games 2. create a blank project in that UE 5.3 3. download the content from Fab and add it to that blank project 4. inside UE 5.3, migrate the assets you want to use inside a new folder at the root of the project (I called it AAA_Th3, any name should work as long as it's not already in use by FactoryGame) 5. in Windows File Explorer, copy the AAA_Th3 folder from the blank project to the modding project 6. open the modding project in UE-CSS and move the AAA_Th3 folder from Content into the plugin (mod) of your choice
TajemnikTV
TajemnikTVOP•2mo ago
that's an interesting workarouind, I'll definitely check it out, thank you for sharing!
Mrhid6
Mrhid6•2mo ago
@Rex [they/them] You dont need to do that, you can just use the Epic Game store in Unreal Engine -> Library just click add to project on the asset then click Show All Projects click on the FactoryGame project it will come up with an error about not being compatible, just change the version to 5.3 and click add to project
Rex
Rex•2mo ago
Oh, I see. I still prefer my approach when I just want to yoink a subset of things (e.g. the landscape material of a big project) I used that process to yoink the landscape material out of https://www.fab.com/listings/aa08c781-83d6-493c-ac4c-48f177fb66a6 (was free for the month), since we don't have a working landscape material we can reuse, and I didn't feel like figuring out landscape layers
TajemnikTV
TajemnikTVOP•2mo ago
wouldn't that cause the issue above, where if moved to mod content folder it causes assets to get borked (MIs going blank, meshes losing assigned textures/material)? cuz that does indeed sound a bit easier than downloading a whole engine again huh, doing it with the approach MrHid6 suggested, it allowed me to use the migrate function into my mod folder, interesting. Unless I could do the same when I used the Fab plugin but I accidentely selected some other folder, I'd very much LOL about it then XD
Rex
Rex•2mo ago
Yeah, you really want to migrate the assets into your mod Regular copy/move won't work properly But MrHid6's approach should also work In my case I had vanilla UE in one computer and UE-CSS in another, so it was easier to copy files around 😄
Solution
TajemnikTV
TajemnikTV•2mo ago
okay, so to include both ways and mark this question as answered, I'll merge it into one message: Rex's approach:
1. download and install UE 5.3 from Epic Games 2. create a blank project in that UE 5.3 3. download the content from Fab and add it to that blank project 4. inside UE 5.3, migrate the assets you want to use inside a new folder at the root of the project (I called it AAA_Th3, any name should work as long as it's not already in use by FactoryGame) 5. in Windows File Explorer, copy the AAA_Th3 folder from the blank project to the modding project 6. open the modding project in UE-CSS and move the AAA_Th3 folder from Content into the plugin (mod) of your choice
MrHid6 approach:
you can use the Epic Game store in Unreal Engine -> Library just click add to project on the asset then click Show All Projects click on the FactoryGame project it will come up with an error about not being compatible, just change the version to 5.3 and click add to project
Many thanks for the input guys!
TajemnikTV
TajemnikTVOP•2mo ago
Actually, update to this: Importing Fab assets can be done via a plugin and MIGRATING them DIRECTLY into mod CONTENT folder, subfolders won't work:d and as Rex said, copying or moving will bork them, so remember it has to be migrated. To get the latest Fab plugin you can download "default/vanilla" UE and copy it to projects plugin folder or UE-CSS plugins folder

Did you find this page helpful?