Asset structures
Generate a predictable collection tree for LODs, sockets, collision, asset references, and export data.
A practical asset bridge from Blender to Unreal Engine.
Author reusable structures in Blender, export the full asset package, and send updates to the Unreal Editor you already have open.
What it handles
Generate a predictable collection tree for LODs, sockets, collision, asset references, and export data.
Detect a running Unreal Editor on Windows and execute imports, reimports, material setup, and placement remotely.
Author up to eight LOD collections, preview screen sizes, generate decimated LODs, hulls, boxes, and imposters.
Create UBX, UCP, USP, UCX, or a separately imported complex collision mesh from selected geometry.
Carry material targets, parameters, texture settings, and supported Blender node graphs into Unreal.
Write direct collection instances and Geometry Nodes instances with transform, custom depth, and stencil data.
Core flow
B2ULink creates the named Main collection, Parent, LOD0–LOD7, collision, socket, asset, and dump collections.
Keep the production mesh in LOD0, add optional LODs and collision, then choose the Unreal content path and import settings.
The bridge writes FBX and import data beside the .blend file, then executes the matching import and placement work in Unreal.
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