Multi Tool Converter
Bring your exported worlds into UEFN.
One place for terrain, buildings, texture data and vertex paint.
Upload your exported levels
FModel and modded JSON exports. One level, or several at once with their AdditionalWorlds.
Terrain, buildings, texture data and vertex paint. Choose how in Settings.
Levels inside your levels
Your files place these levels. Each needs its JSON: one of your files is matched by name, or attach it here.
How to use your converted map
Choose your exported level JSON (and the JSONs of levels it places), then convert. Copy the whole output, from Begin Map to End Map, and paste it into your UEFN level viewport. The meshes and materials it uses must already be in your project or the game.
Your converted map
.T3D / TXTCopy the result straight into your level.
See what your level is missing
Paste your level text before and after importing into UEFN. Compare the references to find removed assets.
Material Instance Reader
Drop in FModel-exported material instance JSON files. It reads out the parent chain, every scalar / vector / texture parameter, static switches, and blend/mask state.
Or paste raw JSON — accepts single instances or FModel's array exports
Blueprint Inspector
Drop in a UEFN/Fortnite JSON export (an array of exported
objects) and this tab parses the BlueprintGeneratedClass, its mesh/component
references, resource and gameplay-tag data, destruction FX, spatial/render properties, and every
boolean flag on the Default__... object — no project folder or conversion required.
Attribute Keys — Copy & Paste
Uses the same Blueprint JSON upload as the Inspector. Converts AttributeInitKeys to Unreal's paste-ready format, with separate copy fields for Blueprint name, parent class, static mesh and resource type.
UEFN Collision Converter
Convert FModel JSON AggGeom into Unreal collision data. Supports BoxElems and ConvexElems (vertices, indices and bounds). Paste the generated result into the applicable Unreal collision property.
Make the output yours
Kept while you use the tool. Export them to keep a copy, or import saved settings (from this tool or its earlier versions).
What to convert
Folders in UEFN
Ported models
Biome overrides and cave floors need "Use ported models" and the ported assets imported in your project. Leave the folder name empty to use each JSON's file name.
Swap paths
Point a path from the export to another one: a blueprint, mesh, texture data or material you have.
No swaps yet.
Leave out actors
Blueprints or meshes you don't want, by path. * works as a wildcard.
Nothing left out yet.
Use assets from your project
Index your Content folder to replace matching asset references.