ghostrigger_import_to_ue5
Export KotOR models to FBX with GhostRigger, then import them into Unreal Engine 5 as StaticMesh or SkeletalMesh at a specified destination.
Instructions
Full KotOR→UE5 pipeline: export MDL via GhostRigger then import FBX into UE5.
Step 1: Calls GhostRigger to export the KotOR model to FBX at export_path.
Step 2: Calls UE5 via exec_python to import the FBX as a StaticMesh or
SkeletalMesh at ue5_destination_path.
Args: resref: KotOR model resource reference (e.g. "n_bastila") export_path: Absolute path where the FBX should be written (must be accessible to both GhostRigger and the UE5 machine — use a shared/mounted folder) ue5_destination_path: Content Browser destination (default "/Game/KotOR/Models/") is_skeletal: If True, import as SkeletalMesh (default False) skeleton: Existing skeleton asset path to reuse (SkeletalMesh only) module_dir: Optional module directory for GhostRigger
Returns: JSON string: { "success": true, "resref": "n_bastila", "export_path": "/shared/n_bastila.fbx", "asset_path": "/Game/KotOR/Models/n_bastila", "asset_type": "StaticMesh", "ghostrigger_export": {...}, "ue5_import": {...} }
KB: see knowledge_base/16_ANIMATION_DEEP_DIVE.md#overview Example: ghostrigger_import_to_ue5(resref="Example", export_path="/Game/MCP_Test/Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| resref | Yes | ||
| skeleton | No | ||
| module_dir | No | ||
| export_path | Yes | ||
| is_skeletal | No | ||
| ue5_destination_path | No | /Game/KotOR/Models/ |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |