Help
Troubleshooting
Use the exact message you see in Blender to identify whether the issue is setup, structure validation, export visibility, or Unreal connectivity.
On this pageUnreal connection problemsExport problemsStructure validation problemsMaterial conversion problemsSafe recovery
Unreal connection problems
| Message | What to check |
|---|---|
| No Unreal Editor found | This version detects Windows UnrealEditor.exe or UE4Editor.exe. Open the project first, then press Refresh Instances. |
| Could not find remote_execution.py | Enable the Python Editor Script Plugin for the selected Unreal installation and restart Unreal if requested. |
| No Unreal remote execution node found | Enable Python Remote Execution in Unreal Editor Preferences, keep the project open, and refresh again. |
| Select an Unreal instance first | Press Refresh Instances and choose the target project in the dropdown. |
Export problems
| Message | What to check |
|---|---|
| Blender File not saved | Save the .blend file to a dedicated folder. B2ULink writes source data relative to it. |
| You have to be in Object Mode | Leave Edit, Sculpt, or another mode before exporting or validating. |
| Export Assets exported 0 assets | Turn on Export for at least one Main structure and ensure its collection is visible, render-enabled, and not excluded. |
| Write Placement found no B2U collection instances | Add a visible instance of a stamped B2ULink asset collection or a Geometry Nodes instance that resolves to one. |
Structure validation problems
- Use Refresh Structure when generated collection or Empty names have drifted.
- Check the Selected Collection Tags field if a collection has the wrong or missing ColType.
- Remove nested collections from the typed child collections.
- Keep exactly one Empty in Parent and make sure its scale is
1, 1, 1. - Place geometry in LOD0 and fill later LODs without gaps.
- Parent exported objects to the generated Parent Empty.
- Assign a material to every exported mesh and fill in its Future Material Name.
Material conversion problems
If Convert Active Material stops before sending data, the Blender graph contains a node or connection the current converter does not support. Read the reported node names, simplify or replace those nodes, and retry.
If Unreal reports connection failures, check Unreal’s output log for lines prefixed with [B2U Material Convert]. Those messages identify the property or socket that could not be recreated exactly.