EDGEFAB / DOCS

Unreal Engine 5 assets in Cyberpunk 2077: research

Status: research. Asked for by the owner on 2026-10-25 (written in a REDnode session, moved here the same day). Nothing is built. This work belongs to EDGEfab: mainly its phase F8, with U4 in F7, in the build plan. The goal is to bring free and royalty-free Unreal Engine assets into the game. This page asks how feasible it is to take Unreal Engine 5.x assets (props, NPCs, their materials, rigs and animations) into Cyberpunk 2077 through the EDGE tools, how much work it is, and what it costs in quality. Facts not checked against the game or the tools are marked unverified.

The short answer

Asset Feasible? Effort, one asset by hand Effort, once EDGE automates it The main tradeoff
Static prop, simple PBR material Yes 1 to 4 hours Minutes Nanite meshes must be cut down and given LODs
Prop with a complex UE material Yes, baked Half a day Minutes plus a check The material becomes fixed textures: no tiling layers, parameters or world-aligned effects
Animated prop (fan, door, sign) Yes A day Hours A simple looping clip only. No physics, no state logic
Humanoid NPC on the game’s body rig Yes, with skill 2 to 5 days About a day The mesh is moved onto Cyberpunk’s skeleton, so the game’s own animations and AI drive it. UE’s own rig and IK are dropped
That NPC’s face: speech, expressions Barely Weeks, research Unknown The game’s facial rigs and lipsync are not open to modders. Plan for a still face or a borrowed game head
Humanoid animations (poses, idles, emotes) Yes Hours each Minutes each Retarget onto the game’s rig. They play through workspots or photo mode, not as the NPC’s walk or combat
Locomotion or combat sets for an NPC Hard Weeks Unknown Replacing an NPC’s walk and fight means its animation graph
Creatures or any custom skeleton with AI No (for now) Months Unknown The game’s AI and animation graphs only know its own rigs
Cloth, strand hair, physics Partly Days Hours UE Chaos cloth and strand hair (groom) don’t carry over. Cards and the game’s dangle bones instead

Props are the strong case: high feasibility and a clear path to automation. NPCs work if the mesh is moved onto Cyberpunk’s body rig and keeps the game’s animations. Talking faces and new skeletons are where it gets expensive.

Rights come first

Converting is the easy part. What may be shipped in a mod is set by each asset’s license, so the EDGE tools should ask about it and record it at import.

Source Can it go into a Cyberpunk mod?
Your own UE project’s assets Yes
Fab, Standard License At its launch (Oct 2024) Epic said Standard License assets, Megascans included, can be used in any engine. Some listings carry their own restriction (UE-only or UEFN-only). Check each listing. Whether a free mod that others can unpack counts as an allowed use is unverified: read the license text before releasing.
MetaHumans Since MetaHuman 5.6 (June 2025) the EULA allows MetaHuman characters and animations in other engines and tools, with UE 5.6 or later. Earlier versions keep the old cloud EULA.
Epic’s own UE-only samples (Paragon, City Sample and the like) Assume no, unless the license says otherwise.
Assets pulled from another game’s .pak No. That is ripping. Nexus removes ripped assets, and the EDGE tools should not help.

So the input is always the UE editor with the project open, never a cooked .pak/.utoc. That also helps the work: the editor exports clean FBX, keeps the source textures and can bake materials, so there is no need to read Epic’s cooked formats.

The pipeline

UE 5.x editor ──export──► FBX + textures + manifest ──► Blender (headless) ──► glTF ──► REDbridge (WolvenKit) ──► .mesh .xbm .mi .ent .app .anims ──► archive
   (UE Python:              (units, axes,                 (rig moves,                     (import over a                    │
    export, bake,            names, LODs)                  weights, LODs)                  template file)                   ▼
    retarget)                                                                                                    EDGEbuilder places it,
                                                                                                                 REDnode swaps it in
Stage Tool Already in EDGE?
Export from UE: meshes, skeletal meshes, animations, textures; bake materials; retarget animations UE’s Python editor scripting, Merge Actors (material baking), IK Retargeter No. EDGEfab’s headless script (below)
Clean-up: centimeters to meters, axes, names, triangulation, LODs, weight limits, moving onto the game’s rig Blender in the background, with WolvenKit’s Blender IO Suite for the game’s conventions No
Mesh, texture and animation import WolvenKit’s importers, through REDbridge Partly: REDbridge runs WolvenKit; project.import with texture setup (REDbridge #8)
Materials Cyberpunk material templates EDGEmat makes materials; it would gain “from a PBR set”
Entities, appearances, NPC records .ent, .app, TweakXL Character records EDGEbuilder’s scenes; REDnode’s tweakdb and world
Seeing it in game REDnode world.spawn, archive hot swap Yes (the swap waits for RED Hot Tools on 2.5)

Driving Unreal: headless and MCP

Unreal can be driven like Blender, in two ways. They match the two layers EDGEfab uses for Blender (build plan).

Way What Versions Use in EDGEfab
Headless Python UnrealEditor-Cmd.exe <project> -run=pythonscript -script=<file.py> runs a Python script with no editor window, like blender --background. The editor’s Python API reaches export (AssetExportTask, the FBX exporters), the IK Retargeter and most editor tools. It doesn’t load levels by itself; the script opens one when it needs one Every UE 5.x The fixed steps: export, bake, retarget. EDGEfab’s own script, the same result every time, no plugin in the modder’s project
Unreal MCP (Epic) The Unreal MCP plugin with All Toolsets runs an MCP server inside the open editor at http://127.0.0.1:8000/mcp (HTTP and Server-Sent Events, no stdio). It accepts connections only from the same PC and has no authentication. Agents see list_toolsets, describe_toolset and call_tool, and can call registered toolsets (actors, scenes, material instances, objects). Toolsets can be written in Python or C++. Epic’s docs don’t say agents can run arbitrary Python UE 5.8 (June 2026) only. Experimental: its APIs may change Free-form work, opt-in, in the modder’s open editor: “export this prop”, “what material is this?”. Later, an EDGEfab toolset registered in it
Community MCP servers Editor plugins, some with hundreds of tools UE 5.3 to 5.7, where Epic has nothing Not planned. Mentioned in the docs for modders on older versions
Remote Control API, Python remote execution Live control of an open editor over HTTP, WebSocket or UDP Most 5.x Not needed while the two above work

Unverified until the U0 spike: whether Merge Actors baking runs headless (it probably needs a renderer, so no -nullrhi), and whether FBX export works in a commandlet run.

Meshes

What WolvenKit’s importer asks for (its wiki, checked 2026-10-25):

Rule What it means for UE assets
Import over an existing .mesh Every new mesh starts from a template: a prop mesh for props, a body-part mesh on the right rig for NPCs. EDGE keeps a small set of templates
Triangulated, no loose geometry Blender triangulates and cleans
Under 65,535 triangles per mesh Nanite meshes often have millions of triangles. Use UE’s Nanite fallback mesh, Approximate or Simplify merges, or Blender decimation. The largest single cost in quality for UE5 content
Submeshes named submesh_00, submesh_01 …; LODs as 1, 2, 4, 8 One submesh per UE material slot. UE’s LODs map to these. Assets with none get generated LODs
A .rig for skinned meshes NPC meshes must name one of the game’s rigs

Also needed, from general knowledge, unverified for Cyberpunk in detail:

Item Note
Units and axes UE uses centimeters and a left-handed Z-up frame. Blender and glTF use meters, right-handed. The export settings decide it; check once against a known object
Bone weights per vertex UE allows 8 or more. Cyberpunk takes up to 8 through glTF’s two weight sets (unverified). Clamp and normalize
Collision UE’s simple collision (boxes, capsules, convex hulls) maps onto entColliderComponent shapes for simple props. Mesh-exact collision is harder
UDIMs and virtual textures Cyberpunk has no UDIMs. Split by tile into submeshes, or re-pack into one atlas

Materials

A UE material is a shader graph. Cyberpunk materials are instances of fixed templates. No general translation exists, so there are two routes:

Route When Result
Map the texture parameters of a UE material instance (BaseColor, Normal, ORM) onto metal_base.remt (BaseColor, Normal, Roughness, Metalness, Emissive) The common UE PBR setup, most Fab props Close to the source look, cheap, fully automatic. A packed ORM is split into separate maps
Bake the material to textures with UE’s Merge Actors (flatten to BaseColor, Normal, Roughness, Metallic, Emissive, Opacity) Layered, procedural, vertex-blended or world-aligned materials It works for anything UE can render onto the UVs, but it is fixed at bake time and costs texture memory. Known gaps: some nodes bake black (Simplygon’s notes); Substrate materials fail with the Simplify merge in 5.6 and 5.7 (UE-341753)

Special cases:

UE material Cyberpunk template Feasibility
Opaque PBR metal_base.remt High
Masked (foliage, fences) the same, with an alpha cutoff High
Glass and translucent the game’s glass templates Medium: tuned by hand
Emissive and screens emissive parameters, or the game’s screen materials Medium
Skin (subsurface) the game’s skin template Medium: it wants the game’s own maps (detail, subsurface masks). A MetaHuman’s skin textures fit only roughly
Hair the game’s hair template with gradient profiles Medium for hair cards (MetaHumans ship card LODs). Strand hair (groom) needs cards made first: UE’s Hair Card Generator (experimental) or by hand
Eyes the game’s eye templates Low to medium: a game eye mesh is easier
Multilayered (.mlsetup) Cyberpunk’s own layering, which EDGEmat edits Optional: rebuilding a UE look as layers keeps tiling detail sharp, but takes an artist or EDGEmat’s AI

Normal maps: UE uses the DirectX convention (green down). Which one Cyberpunk’s importer expects is unverified. Check with one test texture and flip the green channel if needed.

Rigs: the decision that sets the cost

Cyberpunk’s NPCs run on a handful of body rigs (man, woman, big man, child and so on), each with its own facial rig. Its animations, animation graphs, AI behaviours, workspots and scenes all assume those rigs. That gives two paths:

Path What happens Gains Losses
A. Onto the game’s rig (recommended) The UE character is fitted onto the closest body (proportions, bind pose), then weights are copied from a game body and fixed by hand (the wiki’s clothing refit method) Walks, fights, sits, uses workspots, takes the game’s AI and clothing: a real NPC Proportions far from human (very tall, stylised) look wrong. UE-specific bones (twist, corrective) are dropped or folded into the nearest bone
B. Keep the UE skeleton A new .rig from the UE skeleton, with its own animations The shape and motion stay as in UE No game animation or AI works: it is a puppet. Fine for a statue or an animated set piece, not for an NPC

Path A is the realistic one for “NPCs primarily”. Automating it is the largest part of the work:

  1. A bone map per source skeleton: UE5 Mannequin (Manny, Quinn), MetaHuman body, and generic Mixamo-style. Cyberpunk’s bone names and rest poses come from its .rig files (read with REDbridge).
  2. Fitting: scale and pose the source onto the target rig’s bind pose. Mannequin and MetaHuman bodies are close to human proportions, so this mostly works. The rest needs a person.
  3. Weights: copy from the matching game body, then let the source’s own weights win where they agree (hands, fingers). Clamp to 8, normalize.
  4. Split into the parts a game appearance expects (head, torso, arms, legs, feet, hair) where the asset allows it. One whole-body part also works, but loses mixing with game clothes.

Faces

The face is the weak point.

Option Effort Result
A game head, with the UE character’s skin or a near match Low Speaks, emotes, takes lipsync. Doesn’t look like the UE face
The UE head weighted to the head’s few big bones (jaw, eyes, neck) Medium Looks like the source; blinks and opens its jaw at best. No real expressions
The UE head on one of the game’s facial rigs (22 exist, per the wiki) High: research Full expressions and lipsync, if it works. The wiki said in March 2024 that importing your own facial expressions was not yet supported by the tools. A MetaHuman’s face (blendshapes, RigLogic) has no direct match

Recommendation: start with the first or second option. Treat speaking UE faces as research.

Animations

Kind Path Feasible?
Poses and idles for photo mode or AMM Retarget in UE (IK Retargeter, with the game’s skeleton imported into UE as the target), export FBX, then glTF, then WolvenKit’s Anims import into an .anims set (an existing community workflow) Yes, the best-trodden path
Clips an NPC plays in a scene The same, played through a workspot (an invisible device .ent with a workspot component: the wiki’s method) or a scene Yes
Replacing an NPC’s walk, run, combat The NPC’s animation graph and its animation sets Hard: many clips, root motion, blending. Not a first phase
Animated props A clip on the prop’s own small rig, with a simple looping graph Yes

Doing the retarget inside UE is the key choice: its IK Retargeter is better than Blender’s options and is scriptable. The wiki warns that arm bones often don’t carry over cleanly between rigs, so expect a check pass.

What EDGEfab would build

One step at a time, each with an in-game test. In the build plan, U0 runs in F0 as a check, U1 to U3 are F8, U4 is part of F7, and U5 stays research. U1 reuses F1’s prop path (REDbridge import, collision, LODs, materials from EDGEmat), and U3 reuses F5 and F6’s character path, so both are smaller by then.

Step What Rough effort (Claude building, the owner testing) Proves
U0 Spike One Fab prop and one Mannequin-based character, by hand through UE, Blender and WolvenKit. Note every manual step 2 to 3 sessions The real rules: units, normal map green channel, weight limits, what breaks
U1 Props A UE editor script (export and manifest), a headless Blender step, REDbridge import onto templates, EDGEmat “from PBR set”, .ent output, an EDGEbuilder scene to place it 4 to 6 sessions Fab prop to in game in minutes
U2 Baked materials and LODs Merge Actors baking for complex materials, Nanite reduction, generated LODs, collision shapes 3 to 4 sessions Typical UE5 environment kits
U3 Characters Bone maps (Mannequin, MetaHuman), fitting and weight transfer in Blender, part splitting, .app and a TweakXL Character record, spawn through REDnode’s world 6 to 10 sessions A UE character as a walking, idle, fighting NPC with a game head or a simple face
U4 Animations The game’s skeleton into UE, IK Retargeter presets, batch export and .anims import, workspot hook-up 3 to 5 sessions UE animations played by NPCs and in photo mode
U5 Faces (optional) Research on the facial rigs Open-ended Whether UE faces can speak

U0 to U2 are low risk and give the most value per hour. U3 is where the time goes. U5 should wait until the rest proves worth it.

Tradeoffs in one place

Tradeoff Why
Polygons and detail Nanite assets must be cut under 65,535 triangles per mesh, with LODs
Live materials become textures Baked looks can’t be changed in game, and cost more texture memory than the game’s tiling layers
UE skeleton or game behaviour Keeping the UE rig loses every game animation and the AI. Moving to the game’s rig loses UE-specific bones and odd proportions
Faces Talking UE faces are research. Game heads are the practical choice
Licenses Each asset’s terms decide what may ship. The tool can record them but can’t decide for the modder
Dependencies Needs the UE editor (large install) and Blender beside REDbridge. Players need neither, only modders
Game versions WolvenKit’s import follows the game. On 2.5 that is WolvenKit 10 (beta for now), which REDbridge doesn’t ship yet

Sources