Published August 15, 2026 · This workflow covers assets inside a .unitypackage, not an entire Unity project.
Unreal Engine does not treat Unity's .unitypackage as an import format. This tool opens the archive,
reconstructs supported 3D content and exports it as GLB. Epic's current documentation lists binary .glb
as an import format for individual assets and scenes.
How to convert Unitypackage assets for Unreal Engine
- Open the browser converter and choose a
.unitypackageyou have the right to use. - Select a supported model, prefab or scene and inspect the reconstructed preview.
- Click Download GLB to create a self-contained file with supported textures.
- For an asset, drag the GLB into Unreal's Content Browser or use its Import command.
- For a scene, use File → Import Into Level, select the GLB, and review the Interchange import settings.
Why export GLB instead of only the package FBX
Unity stores many material and texture assignments outside the FBX in .mat files connected by GUIDs.
The browser exporter resolves supported links and writes geometry, standard PBR material data and textures into a
single GLB. Epic describes GLB as the self-contained binary form of glTF. See
Epic's official glTF import guide.
What this workflow can carry
- Supported FBX geometry extracted from the Unity package.
- Object hierarchy reconstructed from supported prefabs or scenes.
- Standard PBR base color, normal, metallic, roughness, emissive and occlusion data where available.
- Textures embedded in the GLB rather than delivered as an unlinked image folder.
- Character skeletons in their saved static pose; original animation FBX files remain separately downloadable.
What it does not migrate
This is not an automatic Unity-project-to-Unreal conversion. It does not translate MonoBehaviours to Blueprints, Unity shaders to Unreal materials, Animator controllers, colliders, physics settings, particles, lighting, navigation or gameplay logic. Treat the GLB as imported source content that still needs destination-specific setup.
Verification status and import checks
The route is based on this exporter's documented GLB output and Epic's documented GLB importer. A version-specific Unreal Engine fixture has not yet been published. After import, check scale and axes, material channels, transparency, scene hierarchy, skeletons and collision before using the result in production.
Use assets you are allowed to move
Exporting a file does not grant new rights. Confirm that the package license and the original creator allow the asset to be used in your Unreal Engine project.