unreal-export

$npx mdskill add arjun988/blender-skills/unreal-export

Exports Blender assets to Unreal Engine with correct FBX scale, LODs, and collision.

  • Ensures correct centimeter scale and FBX export settings for Unreal Engine.
  • Depends on Blender's FBX exporter and asset-optimization, lod-pipeline, collision-proxy skills.
  • Uses naming conventions for static meshes, skeletal meshes, LODs, and UCX collision.
  • Delivers UE-ready FBX files with proper scale, LOD chain, and collision geometry.

SKILL.md

.github/skills/unreal-exportView on GitHub ↗
---
name: unreal-export
description: Unreal Engine-specific Blender export for FBX scale, LODs, UCX collision, sockets, materials, and skeletal mesh workflows via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: Unreal, UE5, UE4, Unreal export, UCX, Unreal LOD, skeletal mesh, Unreal FBX, socket
  related-skills: export-pipeline, lod-pipeline, collision-proxy, asset-optimization, materials
---

# 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

| 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 |

More from arjun988/blender-skills

SkillDescription
analog-found-footage-horrorAnalog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
animationGame-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
anime-styleAnime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
apocalypse-worldsApocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
archvizArchitectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
asset-optimizationValidates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
biome-worldsBiome and setting art direction for Blender covering underwater, desert, arctic, jungle, underground, and floating-island environments.
blender-directorUse when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow.
blender-modelerCore Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
body-horror-styleBody horror art direction for Blender focusing on flesh wrongness, mutation, fusion, and visceral material storytelling.