Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/arjun988/blender-skills --skill unreal-exportAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
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 |


