--- 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 |