import_folder_as_character
Import a character export folder into UE5, creating a complete character set with skeletal mesh, textures, and animations under one destination.
Instructions
Import a character export folder (mesh + textures + animations) as a complete set under one UE5 destination.
Designed for KotOR/GhostRigger export folders that follow the layout: / .fbx ← skeletal mesh (required) textures/ T_d.tga ← diffuse T_n.tga ← normal map ... animations/ ← optional animation FBXs Idle.fbx Walk.fbx
The skeletal mesh FBX is imported first (establishing the skeleton), then all texture files, then any animation FBXs reusing the created skeleton.
Args: folder_path: Absolute path on MCP server machine character_name: Used for the UE5 subfolder, e.g. "Bastila" ue5_base_path: Root Content Browser path (default "/Game/Characters/") skeleton: Existing skeleton path to reuse (leave empty to auto-create) import_animations: Import FBX files in an "animations" subfolder (default True) import_morph_targets: Import morph targets from the skeletal mesh (default True)
Returns: JSON string with the full import report and key asset paths: { "success": true, "character_name": "Bastila", "ue5_destination": "/Game/Characters/Bastila", "skeletal_mesh": "/Game/Characters/Bastila/SK_Bastila", "skeleton": "/Game/Characters/Bastila/SK_Bastila_Skeleton", "textures": ["/Game/Characters/Bastila/Textures/T_Bastila_d", ...], "animations": ["Idle", "Walk"], "reused_skeleton": false, "errors": [] }
KB: see knowledge_base/31_GENERATIVE_CONTENT_PIPELINE.md#overview Example: import_folder_as_character(folder_path="/Game/MCP_Test/Example", character_name="ExampleName")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| skeleton | No | ||
| folder_path | Yes | ||
| ue5_base_path | No | /Game/Characters/ | |
| character_name | Yes | ||
| import_animations | No | ||
| import_morph_targets | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |