Connection
Unreal Bridge
The bridge separates source export from Unreal-side import, so assets and scene placement can be updated independently.
Bridge controls
| Control | What it does |
|---|---|
| Refresh Instances | Scans for running UnrealEditor.exe processes and lets you choose the target project. |
| Export Assets | Writes FBX, texture files, and an ImportData.txt description for enabled structures. |
| Write Placement | Writes only collection and Geometry Nodes instance transforms to the current scene’s placement file. |
| Export Assets + Write Placement | Runs both source-data operations in one pass. |
| Update | Executes the Unreal-side Python update in the selected editor. |
| Convert Active Material | Serializes the supported active Blender material graph and recreates it as an Unreal Material. |
What Update does in Unreal
- Finds every generated
*_ImportData.txtbelow 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.txtfile 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.