Resizing QuixelBridge assets outside UnrealEngine, ex. in Blender to use it back in UE? Is it Illegal,forbiden?

Hi. I’m just learning UE and have come to the possibility of using Megascans Assets.

But of course there is one big problem - they have a huge size in MB.
They are great for creating short videos, scenes, but aren’t they useless in games?
I’m already leaving aside how much the final product would weigh - I don’t know if even NASA’s computer would be able to handle such a game ;/.

My question - is it possible to take such an asset (e.g. a model of an apple, a plant, the front of a building), and then process it in another program (e.g. Blender) so as to try to sensibly (according to the expected result) reduce their quality (no1 I mean the number of polygons, possibly truncate whole elements=recess the asset). After such an operation I could load such sensibly reduced=lighter asset into UnrealEngin and use it at will when creating the game?
Would this be a violation of the license?
Are we doomed to use only the original huge assets from Megascans? ----- I’m still learning, but it seems to me that 99% of them will not be usable, for example when creating levels in open-worlds, because the computer just can’t handle it?

tnx for any reply

I hope that if I use these assets to create a game in UnrealEngine then I will be able to change them a bit, especially reduce their weight (of course I realize the loss of quality of models + I’m not even aiming for 4k textures resolution, 2k at most).

EDit: I see we can choose Low Quality and there is also Nanite option.maybe one of them is enough to make them more affordable,enuogh to use in games? and no,im not talkin abou tousands of them, few hundreds at most for map level?

You can use Quixel assets however you want as long as the end results ends up in UE (details are in the EULA). You can license them for other uses. This includes modifying them as much as you want in any program.

Nanite allows these heavy assets run well on modern hardware that supports it.

There’s LODs already made and included with Quixel bridge, just need to dig into the settings. You can also use the LOD generation within UE.

ok,thank you ZacD.
So I can take them to Blender- half the amount of polygons (if effect still is good for me) or even use them as a starter,mold for creating my own asset (nothing coplicated-probably removing some elements, copy-pasting here and there).Then import them back to mu UE project and there use it to make final product.
That’s seems fantastic to have such assets at hand to use,start with

Rest of your reply-heard sth about Nanites, ofc about LODs but have to remind and learn more about them first. BUT thank you for showing further steps,solutions.