> For the complete documentation index, see [llms.txt](https://docs.m-xr.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.m-xr.com/marso-measure/using-results/unreal-engine-5+.md).

# Unreal Engine 5+

{% hint style="info" %}
Despite both shader workflow names both including ‘Blender’, textures can be used in other render engines successfully.
{% endhint %}

## Using your asset in Unreal Engine 5

1. Start a new project, ensure that 'Quality Preset' is set to maximum and 'Raytracing' is enabled.&#x20;
2. Once loaded in, in the content browser, select import.
3. Navigate to your alembic file and select it in file explorer, use the settings below

<figure><img src="/files/NOVOVhTc0mKaGsvBDPI3" alt="" width="264"><figcaption></figcaption></figure>

4. Once imported, from the content drawer, drag your object into the viewport to place it.

{% hint style="info" %}
The scaling of units may be off, see the screenshot below. We have scaled up the mesh by 500.
{% endhint %}

<figure><img src="/files/KVxgDjY786rTOcelT6Pm" alt="" width="373"><figcaption></figcaption></figure>

5. Then select all of the EXR files in the results from Marso and add them to your content drawer (see image below):

<figure><img src="/files/MhwqMQCGkzdgqQbRZCnZ" alt="" width="375"><figcaption></figcaption></figure>

6. Double click on the normals and it will open the file inside Unreal Engine (see image below):

<figure><img src="/files/lf0dwoX5UXA8hA7QDmqF" alt="" width="375"><figcaption></figcaption></figure>

7. Then follow and set the same settings you see in the image below:&#x20;

<figure><img src="/files/YxBVBKRiQI2uU7hZ8ZSh" alt="" width="240"><figcaption></figcaption></figure>

8. Now, from the content drawer, create a new material.&#x20;
9. Double click to open the material editor. Then setup your nodegraph using the texture files from the content drawer to look like this (see below):&#x20;

<figure><img src="/files/6teO50YTEKiU9k5fccqc" alt="" width="375"><figcaption></figcaption></figure>

10. Save the material and return to the viewport.
11. Drag and drop the material from the content drawer onto your mesh (see below):

<figure><img src="/files/YnLWKYatWfZAYK7GW3CH" alt="" width="375"><figcaption></figcaption></figure>

11. Your asset should now be ready for use in Unreal Engine.


---

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