A viewable 3D tour is not automatically an Unreal Engine game asset. Confirm obtainable files, permitted use and engine acceptance requirements before capture if the space will be used for further development.

Name the actual deliverables

A viewer URL, panoramas, a point cloud, a mesh, textures and an engine project are distinct outputs. A point cloud is not a finished mesh; a mesh does not include all collision, lighting or interaction work. Ask the development team for a deliverable list and verify every item against the quote and export options.

Verify export access

Matterport’s official developer documentation describes MatterPak as an add-on containing assets such as OBJ and MTL, subject to account conditions. This illustrates why viewing a space and obtaining files are separate questions. Ask any platform for current export formats and usage arrangements instead of assuming that the online scene can be downloaded.

Source:Matterport — Ordering add-ons ↗

Pin the engine and import workflow

Epic’s static-mesh documentation specifies FBX 2020.2 for its FBX pipeline and notes potential compatibility issues with other versions. Record the Unreal version, plugins and import settings, then test a representative file. This is not a compatibility certification across versions or a claim that every tour model becomes a playable scene immediately.

Source:Epic Games — FBX Static Mesh Pipeline ↗

Test more than successful import

Check scale, orientation, material paths, missing surfaces, normals, required UVs, collision, navigable areas and target-device performance. Gaps hidden in a viewer may become obvious when a player approaches. Complete the full workflow for one representative room before estimating the effort needed for the entire environment.

Agree on staged responsibility

Separate capture, export, asset preparation, engine integration and interaction development in the scope, with an owner and acceptance method for each. Without representative files and a trial result, start with feasibility work. WEDO can discuss visual and spatial presentation; specific engine-asset deliverables require confirmation before commitment.

A quick commissioning checklist

  • Which meshes, textures and other files are actually obtainable?
  • Has a representative file been tested in the target engine version?
  • Who handles cleanup, collision and performance work?

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