Blender to UE5 Export
- cmjpask
- Jul 7
- 2 min read
There are many ways to export from Blender to UE5 but information can be difficult to find. When using blenders default export dialog there is little regard for the parameters that UE5 would prefer. Meshes will also be exported with the world origin and not their original origins
Option A: My own script
I wrote my own script in python that can be easily added into the scripting part of blender. The script exports all the selected meshes individually. The meshes will be moved to the world origin using their respective origins meaning that their pivots will be preserved in Unreal Engine.
Script here:
import bpy
from bpy import context
import os
for obj in bpy.context.selected_objects:
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
org_loc = obj.location.copy()
# Sends object to zero vectors.
obj.location = (0,0,0)
# Creates the path for the exported fbx.
obj_path = os.path.join(r"F:\Tutorials",
obj.name + "." + "fbx")
# Export object as fbx. Works, except all selected objects are
# exported into single fbx instead of one at a time from the list.
bpy.ops.export_scene.fbx(filepath=obj_path, use_selection=True, axis_up='Z', axis_forward='X', use_mesh_modifiers=True, mesh_smooth_type='FACE', apply_unit_scale=True)
# Prints each object in list. Works.
print(obj.name)
# Returns the object to its original position.
obj.location = org_loc
Change one of your blender windows to the text editor. The timelines in the main view works well.

Create a new text file

Paste the script and rename. Ensure you change the path

Run the script with the play button. It will export the selected meshes from the viewport individually.
Option B: Easy Mesh Exported Addon
A professional-grade Blender addon that streamlines 3D asset workflows by batch exporting meshes, curves, and metaballs with automatic LOD generation, texture optimisation, and industry-standard format support, all whilst handling massive polygon counts without crashes.
Drag and drop the above link into the addons sections of blender.

OR

Search for the addon in the 'Get Extensions' sections of the preferences

The exporter has many options. By default it works well for Unreal Engine with its face smoothing groups and zero location similar to my script.
You may need to change the units to get the correct scaling depending upon the units chosen in Blender. Triangulate can throw some errors so use cautiously. If your meshes fail to export make sure to disable this. The auto LOD systems by default decimates your mesh even at highest LOD level so ensure you set this to 1 rather than 0.75. Going forward Unreal Engine will be moving to a Y Up vector system so this may need to be selected in the future.
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