Installation

How to install Blender to Unreal?

Go to Edit > Preferences then to the Add-ons tab. Click Install.

Choose the downloaded zip and click Install Add-on.

After the installation is complete it will show up in the add-on list. Enable the add-on by ticking the checkbox.

Getting Started

Where do I find the add-on panels?

Open the 3D Viewport and press N to reveal the sidebar. All Blender-to-Unreal tools live under the Unreal tab: Tool, Vehicle Rigging, Collision, Socket, Lod, Export and Help.

Collision

How to add auto and custom collisions?

Select one or more mesh objects and open the Collision panel. Pick a shape: Box, Capsule, Sphere, Cylinder, Convex or Convex VHACD (Windows only, requires the V-HACD executable).

Click creates an auto collision for every selected object, sized to its bounds. The collision is parented to the object and named with Unreal's conventions: UBX_ (box), UCP_ (capsule), USP_ (sphere) and UCX_ (convex), followed by the object name, e.g. UBX_Wall.

Shift + Click creates a custom collision on the active object from the other selected objects (requires two or more objects selected).

Ctrl + Click creates a bounding-box collision for the whole selection, and Alt + Click creates a single shared collision for all selected objects.

Each shape gets a colored, semi-transparent helper material (.UBX_Collision, .UCP_Collision, .USP_Collision, .UCX_Collision) so you can see the collision volumes in the viewport. Enable Only UCX Collision in the preferences to make every collision a UCX prefix.

Socket

How to add sockets?

Mesh creates a socket empty named SOCKET_{object} at the 3D cursor, parented to the selected mesh. In Edit Mode, select vertices first and the socket is placed at their midpoint instead.

Shift + Click turns the selected empty objects into sockets for the active mesh. Sockets show in front and their display size is set in the preferences.

For skeletal meshes, use the Skeletal operator in Edit Mode on an armature: it creates a socket parented to the active bone at the 3D cursor location.

Lod

How to create, update and preset LODs?

Open the Lod panel. The list holds reduction ratios (default 0.5). Use Add to append more levels, and save or load ratio sets with the Presets menu.

Create builds a LOD chain for the selected objects: {object}_LOD1, {object}_LOD2 and so on, each with a DECIMATE modifier set to the ratio from the list. Existing LODs are replaced on re-run, so the operator doubles as an update.

Shift + Create offsets each LOD's location so you can compare them side by side. Ctrl + Create builds cascade LODs, where each level is decimated from the previous one and the modifiers are applied. Ctrl + Shift + Create offsets the cascade LODs.

Shift + Remove deletes all LODs of the selected objects at once.

Vehicle Rigging

How to rig a vehicle for Unreal?

Set the vehicle Body object (a mesh without wheel in its name). Click Load Wheels (refresh icon) to auto-detect the body's children whose names contain wheel, or add wheels manually with Add Wheel (search popup) and Load Wheels from the selection.

Set the Bone Length for the generated bones, then hit Rig. The operator applies rotations and scale, creates an armature with a Body root bone and one bone per wheel, parents body and wheels to the armature with vertex groups, and names the armature {body}_Armature.

Shift + Remove on a wheel entry clears the whole wheel list.

Tool

How to rename objects and create edge decals?

Rename renames the selected object, its child collisions, sockets and LODs, and their collections in one go, keeping the UCX_/UBX_/USP_/UCP_ prefixes intact.

Edge Decal (Edit Mode) creates a decal mesh from the selected edges with Amount (width), Offset and Clamp Overlap options. The result is parented to the object, named DECAL_{object} and given the M_EdgeDecal material.

Export

How to export objects and collections to Unreal?

Open the Export panel and set the Type: Export to Unreal, Export to Disk or Both.

Add one or more destination folders with the + button, or use the Load Folders button (refresh icon) to scan and add subfolders of the active path automatically.

Choose the Selection mode: Objects exports the selected objects, and Collections exports the selected collections. Under Include, enable Children or Sub Collections. Under Separate, enable Skeletal Meshes or Animations to export them to separate FBX files (animations require NLA tracks).

Hit Export FBX. The export runs in a background Blender subprocess with a progress slider. Prefixes (SM, SKM, A, T, M) are applied automatically and can be configured in the preferences.

Preferences

How to configure the add-on?

Open Edit > Preferences > Add-ons and expand Blender-to-Unreal. The General tab holds export prefixes, collision options (master collection, only UCX, clean names, colors), socket display size, the LODs Offset distance, and the Windows-only V-HACD settings.

The Export tab contains Factory Startup for subprocesses and the full FBX export settings: path mode, embed textures, batch mode, object types, custom properties, scale, axis conversion, smoothing, modifiers, triangulation, armature and animation baking options.