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

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blender-skills
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$ npx -y skills add arjun988/blender-skills --skill unreal-export --agent claude-code

SKILL.md

unreal-export.SKILL.md
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 |

Read more
@arjun988
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Questions about unreal-export.

Which coding agents can use unreal-export?
unreal-export installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.