# How do I use Hydrilla assets in Unreal?

Export FBX (or GLB) from Hydrilla and import into Unreal. Hydrilla is not an Unreal plugin.

Export FBX from Hydrilla — that is the usual Unreal handoff — or GLB if your pipeline prefers it. Import into the Content Browser, verify PBR maps under a real light, then place the actor. Hydrilla does not ship an Unreal plugin.

## What holds up in a level?

Props, set dressing, and concept meshes for previs. Nanite, LODs, and collision still belong to your Unreal pipeline.

## Related

[Game development](/usecase/gamedev) · [Film and animation](/usecase/filmproduction) · [Export formats](/blog/export-formats)

