Documentation

Asset structure

How Blending to Unreal organizes generated assets, names, and source relationships.

The add-on treats the Blender scene as the source of truth. Related meshes, LODs, collisions and placement information should remain logically grouped so the export can reproduce that structure consistently.

Generated structure

The exporter can derive generated assets from Blender source data instead of requiring the same hierarchy to be rebuilt manually in Unreal Engine.

Naming matters

Keep object and asset names stable once they are part of a production scene. Predictable names make validation, replacement and updates substantially easier.

Related data

  • Base mesh / LOD0
  • Optional LOD1–LOD7 meshes
  • Collision geometry
  • Material and texture references
  • Placement or instance data