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unreal-export

unreal-export

github.com/arjun988Creative & media1.3k235 installsUpdated 16w ago
Repository

About unreal-export

unreal-export is a skill for exporting static and skeletal meshes from Blender to Unreal. It covers centimeter-scale checks, FBX settings, UCX collision, LODs, sockets, and post-import validation.

Key features

  1. 01Unreal-oriented FBX settings
  2. 02Centimeter-scale verification
  3. 03UCX collision naming and setup
  4. 04LOD and socket naming
  5. 05Post-import asset checks

Use cases

  1. 01Exporting static meshes to Unreal
  2. 02Preparing skeletal meshes for Unreal
  3. 03Setting up collision, LODs, or gameplay sockets

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill unreal-export

After installing, type/unreal-exportin Claude Code to confirm it loaded.

Bundled filesreferences/ucx-naming.mdreferences/unreal-checklist.md

Details

From the project README

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

  1. asset-optimization PASS
  2. lod-pipeline for LOD0–N
  3. collision-proxy for UCX meshes
  4. 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: Face

Naming for UE

TypePattern
Static meshSM_Name
SkeletalSK_Name
SkeletonSKEL_Name
LODSM_Name_LOD0 …
CollisionUCX_SM_Name_01
Socket emptySOCKET_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

TopicReferenceLoad When
Unreal Checklistreferences/unreal-checklist.mdWhen needed
Ucx Namingreferences/ucx-naming.mdWhen needed

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