====== Exporting Assets ====== This section explains how to **export an Unreal Engine asset (uasset)** — such as a Static Mesh or Skeletal Mesh — back into the **FBX format**. This is especially useful when you need **reference meshes**, for example: * To create accurate Superstructure Data Assets * To align new meshes correctly in Blender * To match origins, scale, and orientation with existing assets ---- ===== Selecting the Asset to Export ===== First, locate the mesh you want to export in the **Content Drawer**. This can be: * A Static Mesh * A Skeletal Mesh Once you have found the asset: * Right-click on the asset * Navigate to **Asset Actions** * Select **Export** {{:manual:subwaysim:export_assets:fbx1.png?direct&600|}} === Choosing the Export Location === After selecting **Export**, a file dialog will appear. * Choose a folder where the exported file should be saved * Confirm the location Unreal Engine will now open the export settings dialog. ---- ===== Export Settings ===== In the export settings window, you can choose which parts of the mesh should be exported. This includes: * The base mesh * Optional LOD meshes * Additional mesh data For reference purposes, we usually only need the **base mesh**. Set the checkboxes according to the reference image: * Export **only the base mesh** * Disable additional LOD exports (unless specifically needed) {{:manual:subwaysim:export_assets:fbx2.png?direct&400|}} ---- ===== Using the Exported FBX ===== After confirming the export: * The FBX file will be created in the selected folder * You can now import it into **Blender** or another 3D tool The exported mesh can now be used as a **reference** for: * Correct origin placement * Scale comparison * Mesh alignment * Infrastructure or Superstructure development ---- Exporting assets in this way allows you to work accurately and consistently when creating new content based on existing SubwaySim 2 assets. {{page>manual:footer}}