Import an owned Fab Unreal asset
fab_import_assetDownload an Unreal asset the signed-in Fab account already owns and convert it to source GLBs in one step. Uses the FabCLI session the user established themselves; it never logs in, claims, or purchases anything.
Instructions
Download an Unreal asset the signed-in Fab account already owns and convert it to source GLBs in one step. Uses the FabCLI session the user established themselves; it never logs in, claims, or purchases anything.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| engine | No | Unreal engine selector, for example UE_4.21. Required when the listing publishes several artifacts. | |
| packages | No | Import only these package names, for example ["SM_Rock", "DemoMap"]. Omit to convert every supported mesh and level in the pack; a large marketplace pack is many gigabytes of GLBs. | |
| platform | No | Platform build to download when the artifact publishes several, for example Windows. | |
| outputDir | Yes | Directory the source GLBs are written to, normally <game>/assets/fab/<listing-id>. It must not already hold a different import; this tool never overwrites one. | |
| acceptFabEula | Yes | Required acknowledgement that the user accepts the Fab EULA for the listing they already own. | |
| listingIdOrUrl | Yes | ||
| maxTextureSize | No | Optional longest edge for embedded textures. Leave unset to keep Unreal's own resolution and let the ThreeNative asset compiler cap it. |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| audio | Yes | ||
| fonts | Yes | ||
| counts | Yes | ||
| failed | Yes | ||
| models | Yes | ||
| reused | Yes | ||
| scenes | Yes | ||
| license | No | ||
| skipped | Yes | ||
| sprites | Yes | ||
| cubemaps | Yes | ||
| textures | Yes | ||
| warnings | Yes | ||
| flipbooks | Yes | ||
| materials | Yes | ||
| outputDir | Yes | ||
| dataAssets | Yes | ||
| durationMs | Yes | ||
| reportPath | Yes | ||
| bitmapFonts | Yes | ||
| textureStacks | Yes | ||
| materialAssets | Yes | ||
| materialCoverage | Yes |