SuperAPI AI Directory

unreal-export

Design & creation

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Updated 10-15 19:57

About this skill

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