Darksaint Games

FabTap

UE 5.7.0 · Editor Plugin · Beta
Editor Plugin · Beta FABEditorImport

Browse your Fab library inside the Unreal Editor and install only the assets you actually need — with full dependency resolution and per-type routing — without downloading multi-gigabyte packs through the Epic Games Launcher. FabTap talks to the same Fab and Epic backend services the launcher uses but streams just the files you ask for, plus their transitive references, straight into your project's Content folder.

EngineUE 5.7.0
StatusBeta
TypeEditor Only
Runtime CostNone
FabTap — browse your Fab library inside Unreal
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Overview

The Epic Games Launcher forces you to download entire asset packs — often several gigabytes — just to use a single prop, material, or Niagara system. FabTap intercepts the Add to Project click from an embedded Fab.com browser, resolves only the files the pack actually needs, walks .uasset ImportMaps to pull in transitive dependencies, and relocates the result into a destination folder you configure per asset type. An eight-gigabyte environment pack becomes a 120 MB install when you only want one tree.

FabTap is an editor-only plugin. It never ships with your packaged game — no runtime overhead, no increase to build size, no cook cost.

Features
🌐
Embedded Fab.com browser
Full fab.com experience inside a dockable Slate panel. Sign in once; Add to Project clicks are intercepted and handed to the native installer — no tab-switching, no launcher context-switch.
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Full dependency closure
FabTap parses each .uasset's ImportMap and pulls every transitive reference so materials, textures, and sub-assets arrive alongside the thing you clicked — nothing is missing, nothing is broken.
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Per-type routing
Configure destination folders per asset class: Environments land in /Game/Maps, Niagara systems in /Game/VFX, materials in /Game/Materials. Your Content folder stays organized automatically.
Launcher-free workflow
FabTap uses the same Fab and Epic backend services as the launcher, but you never have to open the launcher again. Downloads happen directly in-editor with progress, cancellation, and resume.
🧹
No runtime footprint
Editor-only. FabTap's modules are stripped from packaged builds — zero impact on your game's shipping binary, cook size, or runtime performance.
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Bandwidth-minimal installs
Only the files your project actually needs are downloaded, not the entire pack. The savings on large Megascans or environment packs are substantial.
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Quick Start
  1. Enable the FabTap plugin in your project's Plugins menu and restart the editor.
  2. Open the panel from Window → FabTap and sign into Fab.com inside the embedded browser (one time).
  3. Browse the store normally, then click Add to Project on any listing — FabTap resolves the dependency graph and streams only the files it needs.
  4. Configure per-type destination folders under Project Settings → FabTap so new installs land in the right subfolders automatically.
  5. Open the full docs (linked in the sidebar) for advanced routing rules, transfer settings, and troubleshooting.
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Requirements
  • Unreal Engine 5.7.0 — declared in FabTap.uplugin.
  • Fab.com account with at least one owned or free listing.
  • Outbound HTTPS to *.epicgames.com, fab.com, and Epic's Akamai CDN.
  • No Epic Games Launcher required — FabTap replaces its install path entirely.

FabTap is marked IsBetaVersion: true in its .uplugin. Back up your project before bulk-installing unknown packs. Epic may change the Fab or launcher APIs without notice — FabTap falls back gracefully between endpoints but isn't immune to server-side breakage.

Open the full documentation

Complete setup guide, API reference, dependency-resolution details, per-type routing configuration, troubleshooting, and FAQ.