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Unreal Bridge

The bridge separates source export from Unreal-side import, so assets and scene placement can be updated independently.

Bridge controls

ControlWhat it does
Refresh InstancesScans for running UnrealEditor.exe processes and lets you choose the target project.
Export AssetsWrites FBX, texture files, and an ImportData.txt description for enabled structures.
Write PlacementWrites only collection and Geometry Nodes instance transforms to the current scene’s placement file.
Export Assets + Write PlacementRuns both source-data operations in one pass.
UpdateExecutes the Unreal-side Python update in the selected editor.
Convert Active MaterialSerializes the supported active Blender material graph and recreates it as an Unreal Material.

What Update does in Unreal

  • Finds every generated *_ImportData.txt below the local Content source folder.
  • Imports missing assets and attempts native reimport for assets that already exist.
  • Imports referenced textures and reapplies their color, compression, wrapping, and filtering settings.
  • Applies LOD screen sizes, Nanite choice, sockets, simple collision, complex collision, and collision complexity.
  • Copies target materials into editable material instances and applies exported parameters.
  • Reads the current *_PlacementData.txt file and creates or updates level actors.

Source files beside the blend

For an asset named SM_Rock_A with Content/ set to Environment/Rocks/, B2ULink mirrors Unreal’s content hierarchy locally:

BlendFolder/Content/Environment/Rocks/SM_Rock_A/
├─ SM_Rock_A.fbx
├─ SM_Rock_A_ImportData.txt
├─ SM_Rock_A_ComplexCollision.fbx   (when used)
└─ Textures/

The Unreal asset path becomes /Game/Environment/Rocks/SM_Rock_A/SM_Rock_A.

Remote execution

B2ULink loads the remote_execution.py shipped with the selected Unreal installation. Unreal must expose a remote Python node before Blender can send the update script.