PROTO Game Asset Tools - Unreal exports, actions panel, vertex color tools

This is a free add-on I made when I discovered that a bug-free Blender-to-Unreal pipeline was impossible without paid add-ons.

It gives you everything you need for easy exports for game engines, and an easy game animation workflow. Specifically fixes issues with exports for Unreal. Vertex Color tools snuck is as well :slight_smile:

Features Include:

  • Quick Export buttons with correct settings for meshes and animations.
    • This add-on wraps Blenderā€™s default FBX exporter with additional features, such as baked-in unit conversions for engines like Unreal.
  • Batch export all animations (Blender Actions) with 1 FBX file per-animation.
  • Quick Action panel for managing Blender Actions without diving into obscure menus.
  • Per-channel vertex painting tools, including converting Vertex Groups into colors.

DOWNLOAD:
Download/Documentation on my site
Blender Extensions Page

Let me know what you think!

5 Likes

Thanks for the contribution.
I donā€™t use Unreal Engine yet but I plan to, thatā€™s why I just added your addon to my UE related bookmarks. I wonder, out of curiosity: why do you say that other free ā€˜Send to Unrealā€™ addons are buggy? As far as I know there should be at least three, if not even five free addons ā€˜recentlyā€™ updated by users that adopt them for their Unreal Engine workflow.

1 Like

Glad youā€™re interested!

The issue is not that other Blender add-ons are buggy, itā€™s a problem on Unrealā€™s side: Unrealā€™s FBX importer does not perform unit conversion correctly on skeletal meshes, leading to subtle issues.

Blenderā€™s native units are meters, and Unrealā€™s native units are centimeters. FBX files contain unit information, and a game importer should be able to import meters into cm. Unity does this correctly, Unreal has bugs with skeletal meshes.

Most Blender add-ons use the default FBX exporter without modifications, and experience the same issues as a default export ā€“ the one exception I know of is Auto Rig Pro, which can bake-in unit conversions pre-export (which is basically the same thing my add-on does).

Hereā€™s what goes wrong with default Blender exports imported into Unreal.
With UE5.3 and earlier:

  • bones appear 100x too big.
  • local bone transforms are 100x too small.

With UE5.4 and later:

  • bones appear correct! Butā€¦
  • local bone transforms are still 100x too small.

This problem is poorly documented (in fact, I canā€™t find any reliable information about it, and am working on a guide to document it). You might think UE5.4 works fine with Blender, then later hit issues like:

  • Physics assets not generating correctly.
  • Random animation graph bugs, when using logic that depends on local transforms.

Finally, here is what a correct import of this character looks like when using the add-on:

1 Like

One last thing, sorry in advance for taking up space and precious time: does this happen even with glb/glTF format? In case that format works as intended, then why still using the FBX instead of the aforementioned ones to populate UE5 3D scenes?

I donā€™t know if Unrealā€™s glTF importer has the same bugs, never tried glTF. But Iā€™m going to guess it gets even less support than their FBX importer.

This bridges into a separate topic that Iā€™m not personally well-versed in, but: evidently glTF isnā€™t really an interchange format in the same way FBX is. You can kind of use it like FBX, but itā€™s not ideal. See:

Collaborate with other projects to create a new 3D interchange format

https://blender.community/c/rightclickselect/vZP5/?sorting=hot

GLTF 2.0 Is Not An Interchange Format

https://gist.github.com/emperorofmars/d8abf0f4b9bd5434f9543511b243a254

1 Like

always great to have more options since Epic abandoned the official UE addon. I was looking at this one as it has static mesh live link update and options to deal with the UE 0,0,0 pivot.

Just wondering if you planned for the same features for static meshes?

1 Like
  1. Live Link Iā€™m unlikely to support, itā€™s big and demands hooks into a specific Unreal project, which kind of broadens the philosophy behind what this add-on is. It would be nice though.
  2. By ā€œdeal with the UE 0,0,0 pivotā€ do you mean re-centering a mesh on export? Thatā€™s a handy feature Iā€™ll make a note of it (especially if I add batch exporting).

By the way, the next things Iā€™m working on are:

  • A compendium of guides for building characters in Unreal, with specifics about Blender for Unreal. A comprehensive guide for this doesnā€™t exist so Iā€™m working on it. This add-on exists because of that guide.
  • The next add-on feature Iā€™m eyeing is collection-based batch exporting. Right now the tool is centered around exporting 1 object at a time.
1 Like

Yes, back when I used 3dsMax the UE bridge tool I used had a handy feature that set and switched pivots from 0,0,0 to the scene pivot in Max. As you know, no matter where your pivot/origin is in Blender when you export, UE will set it to 0,0,0.