How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/arjun988/blender-skills --skill unreal-exportBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
Unreal Export
UE-ready FBX. Correct centimeter scale awareness. UCX collision. LOD and socket naming.
When to Use
- Static mesh or skeletal mesh to Unreal
- UCX/UCLX collision export
- LOD chain import
- Socket / pivot setup for gameplay
Pre-Flight
asset-optimizationPASSlod-pipelinefor LOD0–Ncollision-proxyfor UCX meshes- Apply scale; pivots at intended UE origin
Scale Note
Unreal is centimeter-based. Common approaches:
- Model in meters in Blender, export FBX with unit conversion / 0.01 awareness per project pipeline
- Or work to project-documented scale and verify with a 100cm reference
Always measure a known edge after import.
FBX Defaults (Static)
Selected Objects
Apply Scalings: FBX All
Forward: -Z Forward
Up: Y Up
Mesh: ON
Smoothing: FaceNaming for UE
| Type | Pattern |
|---|---|
| Static mesh | SM_Name |
| Skeletal | SK_Name |
| Skeleton | SKEL_Name |
| LOD | SM_Name_LOD0 … |
| Collision | UCX_SM_Name_01 |
| Socket empty | SOCKET_Name |
Collision
- Prefer convex UCX pieces over complex mesh colliders
- Multiple UCX meshes supported
- See
collision-proxy
Skeletal
- UE mannequin-oriented proportions when required
- Root bone; no leftover Blender deform leftovers
- Export morph targets if needed (shape keys)
Verify in Unreal
- [ ] Scale (door ~200cm, character ~180cm)
- [ ] Collision wireframe
- [ ] LODs auto-detected
- [ ] Materials / texture sampling
- [ ] Sockets transform
Constraints
MUST DO
- Confirm scale with known-dimension test
- Prefix collision with
UCX_ - Validate LODs and materials after import
MUST NOT DO
- Export without collision plan for physics actors
- Mix unit systems undocumented
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Unreal Checklist | references/unreal-checklist.md | When needed |
| Ucx Naming | references/ucx-naming.md | When needed |


