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World building

Instances & placement

Reuse authored assets in other Blender files and write their transforms into an Unreal level without exporting the same mesh again.

Asset references

Every exported structure receives metadata for its asset name, Unreal asset path, local ImportData path, and source Blender file. The generated Asset wrapper collection preserves that reference for linked, appended, or instanced use.

Write Placement

Write Placement scans visible collection instances and evaluated Geometry Nodes instances. It groups them by Unreal asset path and writes a <BlendFile>_PlacementData.txt file beside the current .blend.

  • World location, rotation basis, and scale are written for each instance.
  • Blender units are converted to Unreal centimeters during the Unreal update.
  • Hidden objects, hidden collections, and excluded collections are skipped.
  • Duplicate evaluated instances are filtered by asset reference and transform.
  • Missing referenced assets can be imported from their SourceImportData when available.

Custom depth and stencil

Select a collection instance and use the Instance panel to enable Custom Depth and choose a stencil value from 0–255. Those values are included in placement data and applied to the spawned Unreal component.

Collection Instance LOD

For separate placement files, B2ULink can create an instance with LOD0–LOD7 collection slots and switch its source collection from camera screen size while you work in Blender.

The panel notes the intended import choice: link the source file and instance its collections, then enable Collection LOD on the created instance.