Blending to Unreal · v1.0.0

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:

OptionEffect
Pre-Delete Interior FacesRemoves interior faces before weld.
WeldMerges vertices by distance; can be restricted to non-manifold vertices.
Post-Delete Interior FacesRemoves interior faces created/exposed after merging.
Remove All Vertex GroupsStrips 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.

Save the blend file first. Update Unreal and placement path resolution rely on the current blend-file location.