Unreal guide
Unreal to Godot, what moves, what you rebuild and when to stay
What the exporter plugins actually carry across, how Unreal gameplay maps to Godot nodes, which asset licences let you take content with you, what the royalty really costs, and the cases where staying in Unreal is the better call.
The short answer
Moving from Unreal to Godot is a content migration plus a gameplay rebuild. Blueprints and C++ gameplay do not run in Godot and are rewritten, while exporter plugins such as the open source Unreal to Godot Exporter move meshes, materials, lights, foliage, terrain and level layouts into Godot 4 scenes. Assets under the Fab Standard License may be used with any compatible tool, but content designated UE-Only, including Megascans acquired under the Unreal Engine plan, may not. Unreal's royalty is 5% of gross revenue above the first 1 million USD per product, with Epic Games Store sales excluded, so for most indie games the royalty alone is not a reason to move.
Unreal to Godot is one of the most searched porting paths, and most searches end at an exporter plugin. The good ones are genuinely useful. They move the heaviest part of a level, the meshes, materials, lights and placement, in an afternoon. They are also clear about what they do not do, which is move your game.
Your gameplay lives in Blueprints and C++ written against Unreal's framework. Actors, the Character Movement Component, Gameplay Ability System setups and Animation Blueprints have no file format another engine can read. They are rebuilt in Godot, with your old graphs and code as the spec.
Before you start, check two things that decide whether the move is worth it, the licences on the assets you want to take, and whether your game's look depends on Unreal features such as Nanite and Lumen. Both are covered below, along with the royalty math and a plain list of reasons to stay.
What it does
Content moves with exporters
Static and skeletal meshes, PBR materials, lights, decals, foliage, terrain and level layouts can be exported to glTF and rebuilt as Godot 4 scenes.
Gameplay is rewritten
Blueprint graphs and C++ gameplay classes do not run in Godot. They become GDScript or C# on nodes, rebuilt system by system.
Fab Standard License travels
Fab's Standard License allows use with any compatible tools, not only Unreal Engine. Content designated UE-Only, including Megascans acquired under the Unreal Engine plan, does not.
The royalty is narrower than people think
5% of gross revenue above the first 1 million USD per product, with Epic Games Store sales excluded from the calculation.
Lighting needs a new plan
Nanite and Lumen are engine features, not assets. Godot 4 offers VoxelGI, SDFGI, SSIL, LightmapGI and reflection probes instead.
How it works
- 1
Step 1: Decide whether to move
Check the reasons to stay at the end of this page. If your look depends on Nanite and Lumen or your team lives in Blueprints, a move costs more than it saves.
- 2
Step 2: Audit asset licences
For every pack, check whether it came under the Fab Standard License, the legacy UE Marketplace licence with UE-Only content, or Creative Commons, and whether it is a Megascans asset acquired under the Unreal Engine plan. List what may leave Unreal.
- 3
Step 3: Export content with a plugin
Export meshes to glTF and level layouts with an exporter, import them into a Godot 4.4 or later project, and fix scale, materials and collision on one level first.
- 4
Step 4: Document the gameplay
Blueprints are binary .uasset files, but nodes you select and copy in the Blueprint editor paste as text. Save each graph's text next to the new project with a short note on what it does, and keep your C++ headers and source beside it as the spec.
- 5
Step 5: Rebuild the character, then the loop
Recreate the player with CharacterBody3D and move_and_slide(), match the old movement values, then rebuild the core loop, UI and remaining levels in that order.
- 6
Step 6: Re-light for Godot
Choose a global illumination approach per scene, and add LODs where the old content relied on Nanite's triangle budget.
Two ways to run it
In Studio, or from the agent you already use
In Summer Studio
Studio fills in what cannot move, for example replacements for UE-Only packs, new props and characters as 3D models, sound effects, music and voice lines, all as standard files you import into the new project.
Open the 3D tab in StudioFrom Claude, Cursor or Codex via MCP
In Summer, or from Claude Code, Cursor or Codex through the Summer MCP, the agent reads your C++ and your notes on each Blueprint as the spec, writes the Godot scene and script, runs the game and checks state with summer_game_probe. You compare each system with the Unreal build.
Example prompt for your agent
Read reference/unreal/MyCharacter.cpp and notes/movement.md, rebuild the player as a CharacterBody3D in this Summer project with the same walk speed, jump velocity and air control, then run the game and report how the jump compares.Set up the Summer MCP
| Tool | Moves | Does not move | Versions |
|---|---|---|---|
| Unreal to Godot Exporter by vortechU (open source, MIT) | Static and skeletal meshes to glTF, level layouts, collision shapes, PBR material parameters, lights, post-process and fog, decals, landscapes via Terrain3D, foliage as MultiMesh, navigation volumes, tags | Gameplay logic, Blueprint graphs and systems, by design | Tested with Unreal 5.7 to 5.8 and Godot 4.7.1, needs at least Godot 4.4 |
| Unreal To Godot Exporter by Relative Games (listed on Gumroad and Fab) | Static meshes, actor placement, decals, spline meshes, skinned meshes with animation, terrain after converting landscapes to static meshes, materials, textures, lights, foliage, and a generated Godot project | Cloth, particle emitters, wind, subsurface scattering, tessellation, runtime virtual textures | Unreal 5.1 to 5.4 and Godot 4.2 or later as reported at launch, Windows only |
Sources: vortechU/UnrealToGodot README
| Unreal | Godot 4 | Notes |
|---|---|---|
| Actor | Node3D (or a more specific node) | Every object in a scene is a node |
| Actor component | Child node or script | Collision, meshes and audio are child nodes |
| Blueprint class | Scene plus script | A scene can be instanced anywhere, like a Blueprint actor |
| Level (.umap) | Scene (.tscn) | A level is a larger scene |
| BeginPlay | _ready() | Runs once the node is in the tree |
| Tick | _process(delta) | Use _physics_process for movement, 60 times per second by default |
| Character and Character Movement Component | CharacterBody3D with move_and_slide() | Movement rules are written in your script, so rebuild them deliberately |
| Event dispatchers and delegates | Signals | Godot's observer pattern |
| Data Assets and Data Tables | Resources | Custom Resource classes with @export fields, saved as .tres |
| UMG widgets | Control nodes | Containers handle layout |
| Animation Blueprint | AnimationTree with AnimationPlayer | State machines and blend trees |
| Material graphs | StandardMaterial3D or shaders | Simple PBR maps to StandardMaterial3D, custom graphs become shader code or visual shaders |
Sources: Godot docs, CharacterBody3D
Examples
Prompts that work, and what comes back
Checklists and prompts for the first week of an Unreal to Godot move.
Licence audit
Prompt
For every pack in Content, record where it came from (my own, Fab Standard License, UE Marketplace licence, Megascans under the Unreal Engine plan, Creative Commons) and whether the listing says UE-Only.
What you get
A list of assets that can move and assets to replace.
Blueprint spec sheet
Prompt
For BP_Door, BP_Enemy and BP_Pickup, paste the copied node text into notes/blueprints, then write the inputs, the events each graph responds to, the variables and their default values, and what happens step by step.
What you get
A text spec the rebuild can follow without opening Unreal.
Character rebuild
Prompt
Rebuild the player from reference/unreal/MyCharacter.cpp as a CharacterBody3D with the same walk speed, jump velocity, gravity scale and air control, and expose each value with @export.
What you get
A Godot controller with the old numbers, ready to compare side by side.
Level import check
Prompt
Import the exported first level, check that scale matches the player, that every material has its textures and that collision covers every walkable surface, then list what needs fixing.
What you get
A fix list for one level before exporting the rest.
Replace a UE-Only pack
Prompt
Generate low poly stylized versions of the ruined wall, broken pillar and stone archway from these reference images, sized to match the current level.
What you get
Replacement 3D models you are free to ship in any engine.
What Unreal to Godot exporter plugins really move
The open source Unreal to Godot Exporter by vortechU has two halves, a Python plugin inside Unreal and a GDScript addon inside Godot. It exports meshes to glTF and the level layout to JSON, then rebuilds the level in Godot with collision shapes, PBR material parameters, lights, decals, foliage as MultiMesh, landscapes through the Terrain3D plugin and navigation regions. Its README states plainly that it is not a project converter and that gameplay logic, Blueprint graphs and systems do not come across.
Relative Games' Unreal To Godot Exporter covers similar ground, including skinned meshes with animation, spline meshes, terrain after converting landscapes to static meshes, and materials converted to visual shaders or StandardMaterial3D, and can generate a Godot project. GameFromScratch's launch coverage lists it as Windows only and names what it does not handle, such as cloth, particle emitters, subsurface scattering and runtime virtual textures.
Use either to move a level's content quickly, then check scale, material look and collision on one level before you export the rest.
Blueprints and C++ gameplay are rewritten
There is no format another engine can run a Blueprint from. Blueprints are stored in binary .uasset files and call into Unreal's framework, and your C++ gameplay classes inherit from Unreal types such as AActor and ACharacter. The logic moves as knowledge, not as files.
The concept table above covers the everyday mappings. The one that takes longest is movement. Unreal's Character Movement Component bundles several movement modes and their rules into one component. Godot's CharacterBody3D gives you move_and_slide() with wall and slope detection, and you write the movement rules yourself. That is more work up front, but every rule is visible in your own script.
Teams with most of their logic in C++ usually move faster than Blueprint-heavy teams, because the spec is already text. Blueprints can become text too. Nodes you select and copy in the Blueprint editor paste as plain text, the format sites such as blueprintUE use to share graphs, so save each graph's text with a short note on what it does.
Check Fab and Marketplace licences before you move assets
The Fab Standard License lets you use assets commercially, modify them, ship them inside your projects and use them with any compatible tools, and it states that usage is not limited to Unreal Engine. You may not resell or redistribute the assets on a standalone basis. The Personal and Professional tiers grant the same rights and differ only by the buyer's revenue, with Personal for buyers under 100,000 USD in gross revenue in the last 12 months.
Older purchases can differ. Content bought under the UE Marketplace licence is governed by the Epic Content License Agreement, which defines UE-Only Content as content designated for use only with Unreal Engine and Unreal Engine based products. If a pack was marked UE-Only, it stays in Unreal. Fab's documentation also notes that if a creator adds new file formats on Fab, those new formats come under the Fab Standard License, while the old format keeps its Marketplace licence. Creative Commons listings follow their Creative Commons terms. Megascans are the other common catch. The Epic Content License Agreement says Megascans content acquired while your account was on the Unreal Engine plan may only be used as UE-Only Content, so free Megascans pulled into an Unreal project usually stay in Unreal.
The Unreal Engine royalty math
Unreal's EULA charges a royalty of 5% of gross revenue, and nothing is owed until a product directly generates more than 1 million USD in lifetime gross revenue. Revenue from sales on the Epic Games Store, and in-game purchases that use Epic's payment services, is excluded from the calculation. So a game that grosses 1.5 million USD on Steam owes 5% of the 500,000 USD above the threshold, which is 25,000 USD.
Epic also announced Launch Everywhere with Epic, which lowers the rate to 3.5% from January 1, 2025 for Windows, macOS and Android games that release on the Epic Games Store no later than on other stores. For the large majority of indie games, which never reach 1 million USD, the royalty costs nothing. Move for workflow, performance or platform reasons, not for the royalty alone. Summer charges no royalty and takes no revenue share on games made with it.
Nanite, Lumen and the look of your game
Nanite and Lumen are features of Unreal's renderer, not properties of your assets. Content built to rely on them, such as film-quality meshes with no LODs or scenes lit only by Lumen, needs rework in any other engine.
Godot 4 offers VoxelGI, SDFGI and screen-space indirect lighting in the Forward+ renderer, while LightmapGI and reflection probes work in every renderer. For mobile, LightmapGI and reflection probes are the only supported options. Plan the lighting per scene, and budget time for LODs on anything that depended on Nanite.
When to stay in Unreal
Stay if your game's look depends on Nanite, Lumen or MetaHuman, if your team's skill and tooling are built around Blueprints, or if the game is close to release. A port is a rebuild of every system, and that time usually matters more than any engine difference.
Consider moving if you are making a stylized or 2D game that never needed a high-end renderer, if editor size and build times slow a small team down, or if you want every movement and gameplay rule in plain script you can read. Summer is a desktop engine for macOS and Windows, compatible with Godot 4 workflows, with an agent that rebuilds systems from your notes and code, and it exports desktop builds for Steam and itch.io.
Where to take your game next
Port it to make money
A rebuilt game ships as a desktop build to Steam and itch.io. Steam charges a 100 USD Steam Direct fee per game, recouped after 1,000 USD in revenue, and keeps 30% up to 10 million USD. Summer exports Windows and macOS builds and charges no royalty on top.
How to make money from indie gamesRelease it on Summer Games
Summer Games is a new store for games made with Summer. It is launching soon. An Unreal game becomes a candidate once it is rebuilt in Summer, reviewed, and playable as a single-player game first.
See Summer Games (launching soon)Grow it
Treat the move as a relaunch. New capsule art, a gameplay trailer from the new build and a devlog about why you switched engines give existing followers a reason to come back and wishlist.
How to market an indie gameRemake it in Summer
Start from the template closest to your game, give the agent your C++ and Blueprint notes as the spec, import the exported levels, and rebuild one system at a time while you playtest each one in the engine.
Remake your game in SummerFrequently asked questions
Is there an Unreal to Godot converter?
Not for gameplay. Exporter plugins move meshes, materials, lights, foliage, terrain and level layouts, and they say so. Blueprints and C++ gameplay are rewritten in GDScript or C#.
Is there a free Unreal to Godot exporter?
Yes. The Unreal to Godot Exporter by vortechU is open source under the MIT licence. It is tested with Unreal 5.7 to 5.8 and Godot 4.7.1, and needs at least Godot 4.4.
Can I use Fab assets in Godot?
Assets under the Fab Standard License can be used with any compatible tools, not only Unreal Engine. Content bought under the old UE Marketplace licence and designated UE-Only, and Megascans acquired under the Unreal Engine plan, must stay in Unreal. Check each pack.
How much is the Unreal Engine royalty?
5% of gross revenue above the first 1 million USD per product, with Epic Games Store sales excluded. Launch Everywhere with Epic lowers it to 3.5% from 2025 for games that release on the Epic Games Store no later than elsewhere.
Can Godot match Nanite and Lumen?
Not directly. Godot 4 has VoxelGI, SDFGI and SSIL in the Forward+ renderer, plus LightmapGI and reflection probes everywhere. Content built for Nanite needs LODs. If your look depends on those features, staying in Unreal may be the better choice.
Can Summer open an Unreal project?
No. Summer does not read .uproject, .uasset or .umap files. Export content with a plugin or from your source files, and the agent rebuilds the gameplay from your C++ and notes as the spec.
Related tools and guides
Sources
- vortechU/UnrealToGodot README (MIT)
- GameFromScratch, Unreal to Godot exporter tool (Relative Games)
- blueprintUE, paste and share Blueprint graphs as text
- Fab Standard License
- Fab docs, Licenses and pricing
- Fab docs, Purchasing and downloading assets (UE Marketplace licence and new formats)
- Epic Content License Agreement (section 5a, UE-Only Content)
- Unreal Engine EULA
- Unreal Engine EULA, PDF with the Royalty Addendum
- CG Channel, Epic cuts royalty rate with Launch Everywhere with Epic (2024)
- Godot docs, CharacterBody3D
- Godot docs, Introduction to global illumination
- Godot docs, Idle and physics processing
- Godot docs, Resources
- Steamworks, Steam Direct fee
- Steamworks, New revenue share tiers (2018)
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