First asset
Quick start
Create one structured Blender asset, export it, and update it in a running Unreal Editor.
1. Create the asset structure
- 1Save the Blender file
B2ULink uses the folder containing the
.blendfile as the source root. - 2Select your mesh objects
The Create command moves selected objects into the new LOD0 collection while preserving world transforms.
- 3Name the asset
Open Collection Structure, enter a clean asset name such as
SM_Rock_A, and press Create. - 4Check LOD0
Your selected objects should now be under
SM_Rock_A_LOD0and parented to the generated Parent Empty.
2. Configure the export
- 1Select the structure
Make a collection from that structure active so the Export panel resolves its Main collection.
- 2Enable Export
Turn on Export. Hidden, render-disabled, or excluded structures are skipped.
- 3Choose the Unreal root
Set Content/ to a folder such as
Environment/Rocks/. The result imports below/Game/Environment/Rocks/. - 4Choose 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
- 1Select Unreal
In Unreal Bridge press Refresh Instances and select the target editor.
- 2Export the asset
Press Export Assets. B2ULink writes the FBX and ImportData beneath a local
Contentfolder beside your.blendfile. - 3Update 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.