Authoring
Asset structures & export
B2ULink treats a reusable Static Mesh as a named collection structure with strict roles for every child collection.
On this pageGenerated collection structureCreation, rename, refresh, and deleteExport settingsImportant validation rules
Generated collection structure
| Collection | Purpose |
|---|---|
| Main | Root of one B2ULink asset. It stores the asset-level export settings and must not directly contain objects. |
| Parent | Contains exactly one Empty. Exportable objects are parented to this Empty so the asset has a stable origin. |
| LOD0–LOD7 | Mesh collections for the visible LOD chain. LOD0 is required; later populated LODs must be sequential. |
| SOCKET | Socket objects that are exported with the asset and recreated on the Unreal Static Mesh. |
| UBX / UCP / USP / UCX | Simple Unreal collision shapes: box, capsule, sphere, and convex hull. |
| ComplexCollision | A separate detailed collision mesh, exported to its own FBX and assigned after the main mesh import. |
| Asset | Generated wrapper/reference collection used when the same asset is linked, appended, or instanced elsewhere. |
| Dump | Objects stored with the structure but excluded from the final exported geometry. |
Creation, rename, refresh, and delete
- Create builds the complete structure, moves selected objects into LOD0, and parents them to the generated Empty.
- Rename Structure renames Main, its typed children, the Parent Empty, and detected instances consistently.
- Refresh Structure restores canonical names, initializes LOD screen sizes, repairs generated wrapper data, and reparents complex collision objects.
- Delete removes the selected generated structure. Use Blender undo immediately if this was accidental.
Export settings
| Setting | Effect |
|---|---|
| Export | Includes this structure in Export Assets. The Main collection must also be visible, render-enabled, and not excluded. |
| Pre/Post Delete Interior Faces | Removes detected interior faces before or after welding the temporary export copy. |
| Weld | Merges vertices by the configured distance. Only Non-Manifold limits the operation to non-manifold vertices. |
| Vgrp Remove Prefix | Removes vertex groups beginning with the prefix before export. The default is Exc_. |
| Export LOD | Imports populated LOD collections into Unreal. Enabling this disables Build Nanite. |
| Build Nanite | Exports LOD0 for a Nanite asset. Enabling this disables Export LOD. |
| Content/ | The destination beneath Unreal’s /Game folder, such as Environment/Rocks/. |
| Collision Complexity | Chooses Project Default, Simple and Complex, Simple as Complex, or Complex as Simple. |
| Auto Screen Size | Lets Unreal derive LOD screen sizes instead of using the values stored on the LOD collections. |
Important validation rules
- The
.blendfile must be saved and Blender must be in Object Mode. - Main cannot directly contain objects.
- Parent must contain exactly one Empty with scale
1, 1, 1. - LOD0 must contain geometry. Later used LODs must be continuous without gaps.
- Exported objects must be parented to the structure’s Parent Empty.
- LOD mesh objects need materials; material slots may not be empty.
- Material names cannot contain a period, and every used material needs its target Unreal material name.