Preserve source and scope
Keep the untouched FBX, texture folder or archive, source DCC file when available, license and attribution notes, export preset, Unreal version, and a clean test project. Record file_type=fbx, source_tool, and engine_target=unreal_ue58.
Preview units, scale, orientation, and pivot
Check the bounding box against a known reference, the up and forward axes, unapplied transforms, negative scale, pivot location, hierarchy, and whether a character or prop lands where the target scene expects.
Inspect materials and texture references
Inventory material slots, embedded or external textures, UV sets, roughness and metallic assumptions, opacity, normal-map orientation, texture resolution, naming, and paths. Expect to rebuild engine-specific material logic when it cannot transfer through FBX.
Inspect geometry, normals, tangents, and UVs
Look for flipped faces, non-manifold geometry, duplicate surfaces, smoothing discontinuities, degenerate triangles, overlapping UVs, missing lightmap UVs, and whether Unreal should import or compute normals and tangents for this asset.
Document Nanite, LOD, collision, rig, and animation needs
Nanite eligibility is not the same as optimal runtime setup. Record fallback mesh, masked or deforming material limits, LOD policy, collision complexity, sockets, skeleton and bone naming, skin weights, morph targets, animation frame range, root motion, and retargeting expectations.
Optimize or convert only after inspection
Reduce geometry, texture size, material slots, or file weight only when a measured budget requires it. If converting to GLB, OBJ, or USD, document what may be lost or re-authored and keep export_format tied to the actual target workflow.
Run a controlled UE 5.8 import
Use a clean folder, capture the exact importer and options, keep warnings, and compare import time plus output between the standard path and experimental uFBX when relevant. Never overwrite the only production copy during an importer experiment.
Verify in the target scene
Check scale, pivot, orientation, shading, material assignments, texture color space, hierarchy visibility, collision, LOD transitions, animation, lighting, memory, draw calls, target platform, and packaging. Record the failure reason instead of silently retrying.