Blender To Unreal Engine 4


You should be able to make an object for collision in Blender and export/import that. For this you have to use a naming convention, where your collision objects are named as follows:

  • UBX_[RenderMeshName]_## for boxes/cubes

  • USP_[RenderMeshName]_## for spheres

  • UCX_[RenderMeshName]_## for your custom (convex) shapes

The ## means 'some digits', which can be used when you have multiple collision objects for a single mesh. You can find this and more info at:

Disclaimer: I have not tested this myself with exports/imports from Blender. Nissan gtr transmission change.

If you want collision with the geometry exactly as you already made it, and don't plan to make simpler collision shapes, then you can set 'Collision Complexity' to 'Use Complex Collision as Simple' in your static mesh settings. This can be useful when you quickly want to test your scene before spending time on your collision modelling.

Hopefully this helps you with what you tried to do. Now, lastly, it might still be beneficial to export your items as individual models. Then you could, e.g., move tables in Unreal Editor when the office layout changes, or allow the player to open drawers.


$ begingroup$ Are you using Cycles or Blender Render? I've had trouble exporting materials from Blender using Cycles, but Blender Render seems to work fine. (I'm on Unreal 4.14 and Blender 2.76. But I don't believe it matters) $ endgroup$ – David Kay Nov 30 '16 at 3:12. The use of tools such as the Unreal Engine 4 for architecture is something new for a lot of artists because it involves handling and adjusting a game engine. It is a different workflow from Blender, which could give some impressive results if you know how to set up lights and materials. Indie Instructor is an industry-leading Gaming Development Teaching Company that has been in the business of making awesome video game development courses since 2016. Using Epic Game's Unreal Engine 4, as our game engine of choice. I’ve been working hard to make an impact on new and existing game developers using Unreal Engine.


A while back, when I was creating my own 3D engine, I started using Blender for my modelling needs. At the time, Blender 2.4 was very strange to me, being used to modelling with 3DS Max. I didn't like it then, but since I didn't have the money to buy the 3DS Max, I had no choice. Fortunately, as I got more and more used to it, and had a good impression creating my add-on to export the models to the format I used in my engine, I started to like it.

I stopped modelling for quite some time, but then recently I had the need to create 3D models again. So, it was time to choose the 3D modelling program again. Surprisingly, I really felt at home with Blender, now at version 2.7, with a much better interface. So I decided to use it again.

Blender To Unreal Engine 4

Unfortunately, Unreal Engine 4 works only with FBX, and only offers nice integration with plugins for Maya and 3DSMax. So, to use Blender, I had to learn how to configure it so I can use the models inside UE4 with no surprises while importing.

Setting up the start-up file

I don't like to change all the settings every time I create a new model, so the best option is to setup the Blender start-up file. Starting Blender and creating a new file, the first thing I like to do is delete all the default objects (the camera, cube and light).

Import From Blender To Unreal Engine 4

Then, I configure the unit settings. UE4 uses centimeters by default. I saw some modellers adjusting the unit scale at export, but it may make exporting models and skeletons in the same file harder. To set the global unit scale, I go to the 'Scene' tab inside the Properties view, then I select the 'Centimeters' preset in the 'Units' area. Done.

The last thing to do is to create an 'Export FBX' preset. Using the default preset as a starting point, I change the following options:

  • Main tab:

    • Check Selected Objects;
    • Forward: to -Y;
    • Up: to Z;
    • Right below, I only leave checked the Empty, Armature, Mesh and Other;
  • Geometries tab:

    • Use Modifiers Render Settingsunchecked;
    • Smoothing set to Faces;
  • And finally, the Armature tab:

    • Unset Add Leaf Bones;
    • Primary Bone Axis to X Axis;
    • Secondary Bone Axis to -Y Axis;

The reason to change the Armature axis is to make them match the same axis orientation that the engine, that uses the positive X axis as 'forward' and the Z axis as 'up'. That way, you can use the bones as sockets directly, not having to correct the rotation.

Finally, we press Ctrl+U, or in the File menu, select Save Startup File.

Details before exporting the model

Firstly, check with the Triangulate modifier if all the faces of your model are being transformed to triangles in a satisfactory way. Sometimes, faces can have non-coplanar vertices, which can result in unexpected triangulation and/or tangent calculation errors, which leads to shading errors. In this case, it's better to manually triangulate or use the 'make planar' function in the Clean-up edit mode menu.

Next, the model need to be oriented depending on how it'll be used in the engine. It helps to make your model face the positive X axis if it is a projectile, or other object that will mainly travel forward after being spawned. While the engine can do that rotation when importing, it won't work on models with skeletons, since the orientation of the animations will be different from the 'corrected' orientation.

Blender To Unreal Engine 4 With Textures

Import options in the Unreal Engine 4

Generally, the option that should be used for all the models is the import of normals and tangents. Since both Blender and UE4 use the same tangent space, MikkTSpace, the model can be rendered in the engine as close as it was in Blender. This is most important when importing models used with skeletal animation because it's the only way you can preserve smoothing groups.

Recommended Blender Add-Ons

uvmap_tools - A tool to organize UV layers.

Blender To Unreal Engine 4 Scale

YAVNE - Add-on to manually calculate normals for low or medium complexity models. Excellent for mechanical models, allow the creation of rounded edges using only one face.

Blender Character To Unreal Engine 4

mesh_curves- Generate curvature information and saves it into vertex colors. Great for using this information to create complex materials, vertex based ambient occlusion, etc.