Export settings
Control whether an asset exports, which temporary cleanup operations run, and which import/LOD settings are handed to Unreal.
Export inclusion
Select any collection/object that resolves to a Blending to Unreal Main structure, then open Export → Export Settings. Enable Export? to include that asset in Bridge export. Hidden-for-render structures are skipped even when Export? is enabled.
Temporary cleanup
Export operations are applied to duplicated temporary export data, not to the original source structure. Available operations include:
| Option | Effect |
|---|---|
| Pre-Delete Interior Faces | Removes interior faces before weld. |
| Weld | Merges vertices by distance; can be restricted to non-manifold vertices. |
| Post-Delete Interior Faces | Removes interior faces created/exposed after merging. |
| Remove All Vertex Groups | Strips vertex groups from temporary export meshes, optionally preserving groups whose names start with the configured ignore prefix (default Exc_). |
Unreal settings
- Export LODs and Build Nanite are mutually exclusive in the current UI logic.
- Collision Complexity supports Unreal's default, simple-as-complex and complex-as-simple modes.
- Auto Screen Size passes automatic screen-size intent to Unreal.
- Each populated LOD collection stores its own manual Screensize value between 0 and 1.
Output paths
Content/ stores the folder below Unreal's Content root, for example Environment/Rocks/. The Bridge derives asset references under /Game/... from that root and the cleaned asset name.
Bridge export writes FBX/import data into folders associated with the saved blend file. Placement data is written beside the current blend file as <BlendFile>_PlacementData.txt.