🎨 Fab 3D Asset & Content Pack Checklist

Complete checklist for submitting 3D meshes, materials, environments, and content packs to Epic's Fab marketplace

Based on Fab Technical Requirements

πŸ”· Static Mesh Requirements

Static meshes are the foundation of most 3D asset packs. These requirements ensure quality and usability.

No Visual Defects

Meshes must appear with no visual defects, visible seams, or material issues.

🚨 Critical: Check for holes, inverted normals, stretching, and texture seams. View from multiple angles.

No Overlapping/Wrapping Lightmap UVs

Static meshes must have non-overlapping UVs for lightmaps (UV channel 1).

🚨 Critical: Open Mesh Editor β†’ UV β†’ check Lightmap UV for overlaps. Rebuild UVs if needed.

Lightmap Coordinate Index Not 0

Static meshes must not have Lightmap Coordinate Index of 0 (unless only used by particle systems).

🚨 Critical: Index 0 is typically the texture UV. Lightmaps need their own UV channel (usually 1).

LODs Included and Documented

Meshes must use LODs where applicable. Product description must state what LODs are included (even if zero).

🚨 Critical: "No LODs" is valid but must be stated. For large/hero meshes, LODs are expected.

Proper Collision

Meshes must have appropriate collision where applicable.

πŸ’‘ Tip: Simple collision for gameplay, complex for environment. Document collision type in description.

Modular Assets Snap Correctly

Products advertising modular use must have meshes that snap together cleanly on a grid.

πŸ’‘ Tip: Use standard grid sizes (50, 100, 200). Document the grid size in your description.

Modular Pivot Points Aligned

Modular meshes must have pivot points placed for smooth assembly.

πŸ’‘ Tip: Corner, center, or edge - be consistent. Document your pivot convention.

πŸ–ΌοΈ Texture Requirements

Textures must meet size, format, and quality standards.

Power of 2 Dimensions

Texture dimensions should be powers of 2 (e.g., 512, 1024, 2048, 4096).

Valid: 1024x512, 2048x2048, 4096x1024 Invalid: 1000x1000, 1920x1080
🚨 Critical: Non-power-of-2 textures can't generate mipmaps properly, causing visual issues.

Maximum 16,384 Pixels Per Dimension

No texture dimension may exceed 16,384 pixels.

🚨 Critical: 8K (8192) is typical max for most use cases. 16K only for special cases.

Highest Resolution or Appropriate Resolution

Provide textures at their highest resolution or appropriate resolution for intended use.

πŸ’‘ Tip: You can provide multiple resolutions. Document available sizes in description.

Proper Compression Settings

Use appropriate compression for texture type (BC7 for color, BC5 for normals, etc.).

πŸ’‘ Tip: Check import settings. Masks and UI textures may need different compression than color textures.

🎨 Material Requirements

Materials should be optimized and properly organized.

Use Material Instances Where Possible

Products should use material instances instead of duplicating master materials.

πŸ’‘ Tip: One master material with many instances is better than many standalone materials.

No Material Defects

Materials must not have defects, visible seams, or lightmap issues.

πŸ’‘ Tip: Check tiling seams, normal map orientation, and roughness/metallic values.

🦴 Skeletal Meshes & Characters

Character and animated asset requirements.

Scale to Epic or MetaHumans Skeleton

Humanoid skeletal meshes must be scaled correctly to the Epic or MetaHumans skeleton.

🚨 Critical: Scale to 192cm humanoid reference. Document skeleton compatibility.

Rigged to Epic/MetaHumans Skeleton (or Custom with Anims)

Humanoid meshes must use Epic/MetaHumans skeleton, OR include custom skeleton with all necessary animations.

🚨 Critical: Custom skeletons require distributing complete animation set. Document bone names and modifications.

IK Joints Unweighted and Correctly Positioned

When using Epic/MetaHumans skeleton, IK joints must stay unweighted in same hierarchy position.

πŸ’‘ Tip: Document any additional bones or skeleton modifications on the product page.

Expected Range of Motion

Skeletal meshes should have full range of motion in all joints without visual defects.

πŸ’‘ Tip: Test extreme poses. Check for mesh clipping, weight painting issues, and joint deformation.

Physics Assets Cover Mesh

Physics Assets must properly cover skeletal meshes where applicable.

πŸ’‘ Tip: Test in Physics Asset Editor. Ensure ragdoll and cloth simulation work as intended.

Animations Clean and Consistent

Animations must be clean, consistent, and function visually as intended.

πŸ’‘ Tip: Check for jitter, foot sliding, and proper root motion. Test looping animations for seamless transitions.

Animated Products Have Preview

Animated products must include a 3D model in Gallery OR video URL showing animations.

πŸ’‘ Tip: Video is often better for showing animation quality. Include in Long Description.

πŸ“ Project Structure

Content-only projects have specific folder requirements.

No Local Folders

Remove Binaries, Build, Intermediate, Saved, and Plugins folders before submission.

MyProject/ β”œβ”€β”€ Config/ β”œβ”€β”€ Content/ β”‚ └── MyProject/ ← All assets here β”‚ β”œβ”€β”€ Meshes/ β”‚ β”œβ”€β”€ Materials/ β”‚ β”œβ”€β”€ Textures/ β”‚ └── Maps/ └── MyProject.uproject
🚨 Critical: Content-only projects must not have Plugins folder.

Single Top-Level Content Folder

All assets must be in ONE folder under Content. No other files/folders directly under Content.

🚨 Critical: Prevents migration conflicts. Use your product name as the folder name.

Assets Sorted Into Subfolders

Organize assets by type or feature sets within your top-level folder.

πŸ’‘ Tip: Blueprints/, Materials/, Meshes/, Textures/, etc. Makes finding assets easy.

File Paths Under 140 Characters

All asset paths (from Content folder name) must be 140 characters or less.

πŸ’‘ Tip: Keep names concise. Deep folder nesting adds up quickly.

English Alphanumeric Names Only

Folder and file names must use only English letters, numbers, and underscores.

πŸ’‘ Tip: No spaces, special characters, or non-ASCII characters. Use PascalCase or snake_case.

Consistent Naming Convention

Names must be accurate, descriptive, and consistent within the project.

πŸ’‘ Tip: Use prefixes: SM_ (Static Mesh), SK_ (Skeletal), M_ (Material), MI_ (Material Instance), T_ (Texture).

Redirectors Cleaned Up

Projects must have all redirectors fixed.

πŸ’‘ Tip: Right-click Content folder β†’ Fix Up Redirectors in Folder. Run before final export.

πŸ—ΊοΈ Demo Maps

Every content pack with 3D assets needs a demonstration map.

Demonstration Map Included

Projects with 3D viewport assets must have a map demonstrating them.

🚨 Critical: Show assets in context. Users want to see how things look in-engine.

Lighting Built

Maps must have their lighting built before submission.

🚨 Critical: Unbuilt lighting = "Preview" watermarks and poor first impressions.

No Errors on Map Load

Maps must have no errors or consequential warnings on load or when starting Play-In-Editor.

🚨 Critical: Test in fresh project. Load map, hit Play, check Output Log for errors.

No Z-Fighting

Maps must have no z-fighting or unreasonably overlapping polygons.

πŸ’‘ Tip: Move overlapping surfaces slightly apart. Common on floor/wall junctions.

No Level Blueprint Dependencies

Asset Packs must not include Level Blueprints or mandatory Config files.

πŸ’‘ Tip: Level-specific logic can't migrate to other projects. Use reusable Actor components instead.

πŸ“ Scale & Quality

Assets must be scaled correctly and work together.

Scaled to 192cm Humanoid

All assets must be scaled relative to a humanoid scale (192cm tall).

🚨 Critical: Use the UE5 mannequin as reference. 1 unit = 1 centimeter.

Consistent Scale Within Pack

Assets within a single product must be scaled correctly relative to each other.

πŸ’‘ Tip: A chair should look right next to a table. Doors should fit door frames.

Consistent Forward Direction

All assets must face the same direction vector with Z axis up.

πŸ’‘ Tip: UE uses X-forward, Z-up convention. Be consistent across all assets.

Works in Binary Engine Builds

Content must function in standard Unreal Engine builds (not just source-built).

πŸ’‘ Tip: Most users use Epic Games Launcher builds. Test in binary before submission.

πŸ“ Product Page

Marketing and metadata requirements.

English with Proper Grammar

All text must be in English with correct spelling and grammar.

πŸ’‘ Tip: First impressions matter. Proofread everything.

LOD Information Documented

Description must state what LODs are included (even if zero).

πŸ’‘ Tip: "Includes LOD0-LOD3" or "No LODs included" - be explicit.

Accurate Screenshots and Media

Images must accurately display product contents. No misleading post-processing.

πŸ’‘ Tip: Show in-editor views alongside beauty shots. Include wireframe screenshots.

AI Usage Disclosed

Must disclose if generative AI was used during asset creation.

πŸ’‘ Tip: Check "Created with AI" field if AI was used for textures, concepts, or generation.

Ready to Submit?

Ensure all critical items (🚨) are checked before submitting your 3D assets!

πŸ“– Official Fab Requirements