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First asset

Quick start

Create one structured Blender asset, export it, and update it in a running Unreal Editor.

1. Create the asset structure

  1. 1
    Save the Blender file

    B2ULink uses the folder containing the .blend file as the source root.

  2. 2
    Select your mesh objects

    The Create command moves selected objects into the new LOD0 collection while preserving world transforms.

  3. 3
    Name the asset

    Open Collection Structure, enter a clean asset name such as SM_Rock_A, and press Create.

  4. 4
    Check LOD0

    Your selected objects should now be under SM_Rock_A_LOD0 and parented to the generated Parent Empty.

2. Configure the export

  1. 1
    Select the structure

    Make a collection from that structure active so the Export panel resolves its Main collection.

  2. 2
    Enable Export

    Turn on Export. Hidden, render-disabled, or excluded structures are skipped.

  3. 3
    Choose the Unreal root

    Set Content/ to a folder such as Environment/Rocks/. The result imports below /Game/Environment/Rocks/.

  4. 4
    Choose LOD or Nanite

    Keep Export LOD for an LOD chain, or enable Build Nanite to export LOD0 for Nanite. The two switches are mutually exclusive.

3. Send it to Unreal

  1. 1
    Select Unreal

    In Unreal Bridge press Refresh Instances and select the target editor.

  2. 2
    Export the asset

    Press Export Assets. B2ULink writes the FBX and ImportData beneath a local Content folder beside your .blend file.

  3. 3
    Update Unreal

    Press Update. The selected Unreal Editor imports a missing asset or reimports an existing one and reapplies its settings.

YourBlendFolder/
├─ YourScene.blend
└─ Content/
   └─ Environment/Rocks/
      └─ SM_Rock_A/
         ├─ SM_Rock_A.fbx
         ├─ SM_Rock_A_ImportData.txt
         └─ Textures/

4. Make the next update

Change the asset in Blender, run Export Assets again, and press Update. Unreal uses native reimport where available so the existing Static Mesh asset can keep more of its Unreal-side state.