Skip to content
Back to skills

Blend Unreal Export

ASecurity

Unreal Engine-specific Blender export for FBX scale, LODs, UCX collision, sockets, materials, and skeletal mesh workflows via MCP.

  • 3 stars
  • 0 votes
  • 0 copies
  • 1 view
  • Added October 25, 2026
ai-agentsgit

Works with

  • mcp

Security analysis

A100/100

Pro scans all 3 files and shows the line behind each finding

Scanned October 25, 2026

npx -y skills add siddu1004/SFP --skill blend-unreal-export --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Blend Unreal Export?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Blend Unreal Export
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/siddu1004-blend-unreal-export/badge)](https://www.skillsdirectory.com/skills/siddu1004-blend-unreal-export)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: blend-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 |

Files in this skill

  • SKILL.md2.4 KB
  • references/ucx-naming.md115 B
  • references/unreal-checklist.md249 B

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

View all in ai-agents →

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.