Combine Assets
The Combine Assets extension provides a convenient way to combine blender objects into one unreal asset. There are 4 options, each provides a different way to customize your export.
Overview
Properties
Combine
off
This exports each object and particle system in the Export
collection as individual assets.
child meshes
For each empty object or armature parent, this combines its child meshes into a single mesh when exported.
groom per mesh
For each mesh in the Export collection, this combines every hair objects/systems surfaced on the mesh as a single groom asset.
groom per combined mesh
For each empty object or armature parent, this combines its child meshes into a single mesh when exported. For each combined mesh, all hair objects/systems surfaced on it export as a single groom asset.
UI
The settings can be found under the Export
tab
Static Meshes
For options child meshes, and groom per combined mesh, all child meshes under an empty will be combined into one static mesh using the name of the empty.
In this example the name of the combine static mesh in unreal would be CombinedCubes
Note
When using this with custom collisions, each collision name must correspond to each mesh name, not the final combined Static Mesh asset name.
In this example the final name of the combined asset is S_Boards_Platform_1x1
and all the collisions below match to each mesh within the combined asset.
Skeletal Meshes
For options child meshes, and groom per combined mesh, all child meshes under an armature will be combined into one skeletal mesh using the name of the first child mesh in alphanumerical order by object name (the default order of objects in the blender outliner).
Note
This might not give you enough control over the skeletal mesh name, so using the immediate parent name extension can be useful.
In this example the name of the combine skeletal mesh in unreal would be SK_Mannequin_Female
Groom
For the options off and child meshes, each particle system and curves object exports as an individual alembic file. The imported groom asset takes on the name of the particle system or curves object.
For the option groom per mesh and groom per combined mesh, all particle systems and curves objects surfaced to one mesh will be combined into one groom asset using the name of their surface mesh post fixed with
_Groom
.