Hey guys I created a blender python script that exports static meshes from blender to unreal
the script exports all selected static meshes along with their collision proxies, each to a separate fbx file.
Hey, this is an update to my blender to unreal engine exporter V1.1
Updated to V1.2
updated to v1.3
-The script is now an addon, you need to enable and use it from file -> export -> UnrealEngine(.fbx).
-The addon now has an option to preserve instanced meshes, so when you have multiple objects using the same data block, only one of those objects gets exported, and the rest references this static mesh in unreal engine.
-The addon now also has an option to only serialize objects to clipboard, so when you need to copy an object for pasting in unreal, you can now do this without the need to re-export.
-Fixed rotation order and conversion to degrees.
-Now if “Preserve Instances” option is selected, you must have one of the meshes sharing the same data block named with the prefix “SM_REF”, to identify which mesh should be exported. also that object’s transform should be zeroed out (apply rotation and scale).
-Fixed bug in reference static mesh search function
-Just extract the content of this zip file to your blender/scripts/addons folder, restart blender and enable it from “User Preferences”.
-Write the path “Asset Path” to your relative unreal assets path used to save your meshes ex:"/Game/Assets/meshes/"
-Select all the objects you want to export, it doesn’t matter if you select collision objects or not, because it gets exported any ways.
-Select export from blender file menu.
-Go to unreal and import the objects as usual.
-Go to edit menu in unreal and select “paste”.
-All objects should be in it’s original location as well as rotation and scale.
also all instanced meshes in blender should be instanced meshes in unreal.