In UE5, the most reliable path is still FBX (or Datasmith), with one critical setting on import: Vertex Color Import Option = Replace (otherwise UE will usually ignore the colors). citeturn0search0turn0search18
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In your DCC (Blender/Maya/Max/Houdini)
- Make sure the mesh actually has per-vertex color data (a color set / color attribute), and it’s the one you intend to export.
- Know that UE generally uses one vertex-color channel (RGBA).
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Export
- FBX is the default choice for most pipelines.
- If your source app supports it well (and especially for Blender pipelines), glTF can also work, but FBX is still the common “least surprises” route in UE projects.
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Import into UE5
- In the import dialog, open Mesh → Advanced (wording varies slightly by importer), and set:
- Vertex Color Import Option → Replace = use the colors coming from the file citeturn0search18turn0search3
- Ignore = keep whatever vertex colors already exist on the UE asset (useful if you painted vertex colors inside UE and don’t want reimport to wipe them) citeturn0search4turn0search18
- Override = force all vertices to a single color citeturn0search0turn0search18
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Verify
- Open the mesh in the Static Mesh Editor and switch the viewport to Vertex Color view mode to confirm the data is present.
- In your material, use the Vertex Color node and plug it into Base Color (or wherever you need it).
If you reimport and “nothing changes,” check the mesh asset’s import settings:
- If it’s set to Ignore, UE will keep the old vertex colors and discard the new ones. citeturn0search18turn0search6
- Vertex colors are stored/handled at 8-bit per channel in the common pipeline (so don’t expect infinite precision if you’re encoding data). citeturn0search15
- If you have multiple LODs, make sure each LOD in the source actually contains the vertex colors you expect; LOD-specific mismatches are a frequent source of confusion. citeturn0search6
- Colors missing → import option likely not set to Replace. citeturn0search18turn0search3
- Reimport wipes UE-painted colors → set to Ignore before reimport (to preserve UE’s painted vertex colors). citeturn0search4turn0search18
- Colors look “washed” → could be a color-space/gamma expectation mismatch between DCC/exporter/importer; test by previewing raw vertex color in a simple material and (if needed) apply a corrective curve.
If you tell me what you’re exporting from (Blender/Maya/Max/Houdini) and whether this is a static mesh or skeletal mesh, I can give the exact exporter checkbox/path that matches that app.