Exporter for Unreal to/for Unity 2026
Rated 5.0/5 from 62 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $25.20. The latest store price is $59.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $59.99 | Latest store price | |
| $25.20 | $25 Sale | |
| $59.99 | Unity First Price 2026-06-19 2026-06-26 | |
| $29.99 | Unity Discount 2026-06-17 2026-06-24 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Exporter for Unreal to/for Unity 2026
- Tools, Systems & Learning > Development Tools & Automation
Includes fixes, new features and support for new Unreal versions throughout 2026. Customers of the previous versions can upgrade to this version at a discounted price.
The Exporter for Unreal to Unity is a powerful tool that can help you save time and effort when converting your Unreal Engine projects to Unity. It is an unreal plugin (it will work only when placed in Unreal, see tutorial) that will export complete Unreal levels to Unity. That means it will batch convert static meshes with LODs, collision shapes, actor placement, decals, lights, reflection probes, spline meshes, packed level actors, level instances, skinned meshes with animations, animation notifies, terrain, foliage, materials (even post processing materials under URP), textures.
Workflows
Meshes - All meshes are exported as individual FBXs per original unreal asset with per LOD geometry
Materials & Textures - There are multiple options : the default is custom shaders which replicate the unreal materials exactly. This also includes shader parameters,vertex animations, procedural texturing (like WorldAlignedTexturing or UV panning),post processing shaders (URP only). You can also try using standard shaders with or without baking. Prior to export you can use the BakeTextures option if you want to preserve the original material look AND use the standard shaders. Do note that baking significantly increases the number of textures in your project (increasing VRAM consumption), may create duplicate textures or may create additional textures where none were originally used (like if a single float was used for roughness/metallic/AO for example).
Nanite meshes - There are 2 options : either export the original mesh OR the coarse/simplified mesh.
Skinned meshes & Animations - There's an option to either export as Skinned mesh or convert to static mesh. Every skinned actor exports its assigned animation asset OR there is an option to export all animations compatible with the skinned mesh skeleton.
Collision - All collision shapes are exported including convex hull colliders. This also takes into account the per project or per mesh collision complexity setting so watch out for those in case of issues.
Prefabs - There is an option to either not create them (useful when you want to export multiple scenes), create per mesh/material combination or the new experimental option to create prefabs only for original blueprints.
Terrain - Prior to export, please use the ConvertLandscapesToStaticMeshes. This makes the terrain a static mesh and preserves original material & textures. There is also an experimental Landscape export to multiple unity terrains (1 per landscape component) which requires you to use UnrealToUnity->ImportTerrainHeightmapAndGrass option in Unity but do note that this way materials & textures are not transferred yet.
Foliage - There are 2 options : either every instance is converted to a static mesh actor prior to export OR you can use the TreeInstances workflow where data about foliage is put into a GameObject and then in unity after opening your scene you must select UnrealToUnity->MoveTreeDataToTerrain. This moves the tree instances data into a newly created Unity terrain's TreeInstances. This is much faster than per instance game objects but do note it's not as fast as unreal and you will always need a unity terrain to render them.
Sounds - All sound wave assets are exported as OGG files.
Supported Unreal Versions :
- 5.0-5.8, 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
Known issues :
- 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 send me an e-mail at [email protected] .
- 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
- particle emitters
- wind modifiers
- subsurface scattering
- tessellation
- terrain with over ~30 million polygons as Unity's FBX importer will ignore it.
- RuntimeVirtualTextures
- Grass feature
- Clouds feature
- Level Sequences
- Groom Assets