# UBX\_ from Blender to UE4

**URL:** <https://forums.unrealengine.com/t/ubx-from-blender-to-ue4/271279>\
**Category:** Debugging, Optimization, & Profiling\
**Tags:** unreal-engine, Performance, Performance-Profiling, UE4-27\
**Created:** [January 9, 2022, 10:47pm UTC](https://forums.unrealengine.com/t/ubx-from-blender-to-ue4/271279 "2022-01-09T22:47:57Z")\
**Posts on this page:** 1\
**Showing post:** 4

<div class="post-metadata">

**Author:** ![JoSf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JoSf](https://forums.unrealengine.com/u/JoSf)\
**Post date:** [January 10, 2022, 8:02am UTC](https://forums.unrealengine.com/t/ubx-from-blender-to-ue4/271279/4 "2022-01-10T08:02:32Z")

</div>

I made a small [addon for Blender](https://forums.unrealengine.com/t/blender-addon-ue-collision-renamer/269653) to handle renaming.

UBX is strictly a EDIT: rectangular prism, USP is strictly a sphere, UCP is strictly a capsule. UCX is for convex shapes, which will likely be most of what you’re doing. If the collision shape is non-convex you need to split it into more collisions meshes until it is.

I use Blender tools, but those tools do use the default FBX exporter.

---

_[View the full topic](https://forums.unrealengine.com/t/ubx-from-blender-to-ue4/271279)._
