Static Mesh

Static meshes are simple. The tool looks in the Export set for objects of type MESH and sends them to unreal as individual Static Mesh assets to unreal.

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In this example, you can see the result is two Unreal Static Mesh assets along with their material.

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LODs

LOD workflows for static meshes are supported. Simply activate the LODs option in the LOD Settings group and Send to Unreal will handle exporting and importing each LOD.

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Note

If your mesh has a LOD naming scheme and Import LODs is true, the LOD postfix will get stripped out of the final asset name based on the lod regex. For example:

pCube1_LOD0 = pCube1

pCube2_lod0_mesh = pCube2

Also notice that the LOD build settings can be set under the Import > Editor Settings > Static Mesh LOD Build Settings group.

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Note

The Editor Settings corresponds to what is available in the EditorStaticMeshLibraryopen in new window in the Unreal Python API:

Collisions

Simple collision workflows for static meshes are supported by prefixing your collision names with their respective identifiers and making them a child of the mesh.

Mesh Prefix and NameDescription
UBX_[RenderMeshName]_##A Box must be created using a regular rectangular 3D object. You cannot move the vertices around or deform it in any way to make it something other than a rectangular prism, or else it will not work.
UCP_[RenderMeshName]_##A Capsule must be a cylindrical object capped with hemispheres. It does not need to have many segments (8 is a good number) at all because it is converted into a true capsule for collision. Like boxes, you should not move the individual vertices around.
USP_[RenderMeshName]_##A Sphere does not need to have many segments (8 is a good number) at all because it is converted into a true sphere for collision. Like boxes, you should not move the individual vertices around.
UCX_[RenderMeshName]_##A Convex object can be any completely closed convex 3D shape. For example, a box can also be a convex object.

The underlying mechanism for this is the Unreal FBX importer, so for further information, please refer to the FBX Guide for static meshesopen in new window.

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Collisions are imported with the asset that matches the [RenderMeshName] after the collision prefix.

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Note

Collisions must be in the Export collection to be exported.

Sockets

There is a supported workflow for adding sockets to static meshes.

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Any child mesh that has the pre fix SOCKET_ in its name will be separately imported as a socket of its parent.

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Note

Socket names have the SOCKET_ prefix stripped out. SOCKET_socket_01 in blender becomes socket_01 in unreal.

Only Mesh

To run a strictly mesh asset import (ex: excluding import of particle systems as groom assets), all import options must be turned off in your import settingsopen in new window except for Mesh.