Game Engine Bridges Bundle

Tachyon Studio in Import & Export


RELEASE HISTORY


Universal Bridge: Godot — Release history


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The releases that changed something, newest first. Each entry is checked against the build that was actually shipped: the add-on carries its whole feature set in one file, so what a version registers is a matter of record rather than of memory. Maintenance releases that moved this bridge on in no way are left out.


3.0.9


FIXED


A clean Preflight was counted as one problem. Preflight leaves a "No issues found." line behind when it finds nothing, so that an empty list can go on meaning "it has not run". The card counted that line as a finding: after a clean check it drew a red "1 preflight issue(s)" warning and added one to the count of things needing attention, with nothing wrong.


3.0.8


ADDED


Live Sync. Every edit crosses to Godot on its own — no Push, no button. Press it again to stop. It needs the editor plugin and Godot open on the scene.


3.0.7


ADDED


Material Kind — Lit or Unshaded. Choose which Godot shader the imported material uses, instead of always taking the lit one. An unshaded material is what UI, flat-colour and stylised work actually wants, and converting it by hand in the engine was the only way to get one.


3.0.6


FIXED


Materials with more than one slot now bring their textures. If a mesh had two or more material slots, textures were copied for the first material only and the rest were silently skipped. Every slot is handled now.


2.26.0


ADDED — BUILDING THE LEVEL IN BLENDER


Pull Level / Push Level. The open Godot scene comes into Blender as light proxies; you lay the level out with Blender's own tools and push it back as one undo step in the editor.


Place Asset searches every model in the project and drops one at the 3D cursor.


Paint Proxies drops copies under the mouse as you click across a surface, with brush jitter.


Scatter on Surface covers the selected meshes with copies of the active proxy.


Array to Point — a ghost copy you drag to where the run should end, with the copies appearing in between. Count, direction, include children, and either linked duplicates or one merged object.


Drop to Floor, Randomize Transform, Swap Scene, Realize Arrays.


Snap Selected to Grid, with saved Grid Snap Presets.


Save / Apply / Delete Layout Snapshot — remember where every proxy is, under a name.


Select in Godot, Select Changed and View from Godot, so the two applications agree on what you are both looking at.


Revert to Godot and Unload Level.


ADDED — WHERE THINGS LAND


Folders. The project's folder tree, read and used for routing: Mark Folder, Send Here as a per-object override, a collection's own folder, Move to Marked Folder, Select Assets, Rescan Folders.


Import Options written into the asset's .import file — Import Scale, Generate LODs, Shadow Meshes, Compress Mesh, Light Baking, Animation FPS — so Godot imports it that way the first time. The file is merged, not replaced, so the uid:// other scenes reference survives.


Import Presets — save a combination under a name and apply it later.


Pivot: Base Center, so props sit on the floor where you drop them.


Add Socket — a SOCKET_<name> empty Godot keeps as a transform.


ADDED — MORE WAYS TO SEND


Send Batch, Send as One, Each Collection, Send Scene, Send This Collection, Send All Assets and Send Scene Layout.


Send Textures — the materials' texture files travel with Send instead of waiting for a second button — plus Update Textures Only, Send Texture Folder and Setup Textures in Blender.


Pull Painter Textures — a texture set Substance Painter exported, wired into the Blender material and copied into the Godot project in one action.


ADDED — THE VIEWPORT CARD


The whole bridge as a card in the 3D View, with an animated explanation beside any control the pointer rests on, search, Favorites, a mini mode and its own colours. Either interface switches to the other with a button.


ADDED — KEEPING THE PROJECT TIDY


Restore Version puts an earlier copy of an asset back into the project.


Move Strays Aside moves model files nothing in this .blend could have written into .ub_history/strays. Nothing is deleted.


Preflight Check, Change / Use / Forget Project, and the panel layout wizard.


FIXED


Save Preset did nothing at all — there was nowhere for a preset to be kept, and the code that wrote it raised.


Root Node was a setting the panel showed and nothing read. It now names the imported scene's root.


2.0.1


FIXED


A maintenance release. No button, setting or module changed from 2.0.0.


2.0.0


ADDED


Send to Godot — the selected meshes as glTF (.glb) straight into the project folder, which Godot imports natively the moment the editor gets focus.


Get from Godot — a glTF Godot exported, back into Blender in one click.


Detect Godot — every Godot build on the machine, newest first, with a version picker and a custom executable path.


Open Godot and Open Export Folder.


Install Godot Plugin — the optional editor plugin, copied into the project in one click.


Tachyon Studio


Join the Discord — Questions, Support & 10% CouponMore by Tachyon StudioAsk the developer directly, and pick up your 10% discount coupon for your next add-on.

CHANGELOG

Unreal Bridge

What's new in this version

1.1.1 — 13 October 2026

Pushing now works from Blender installed through the Microsoft Store.

Fixed

Blender from the Microsoft Store can push to Unreal. Windows quietly moves everything a Store app saves inside your AppData folder into a private folder of its own. Blender saved the files for the push without a problem, but Unreal looked in the usual place, found nothing and answered Manifest not found. A Store Blender now keeps those files in your user folder instead (%USERPROFILE%\TachyonUnrealLink\staging), where Unreal can read them.

  • Every other Blender is unchanged. It keeps its folder exactly where it was, so nothing gets exported again on your next push.
  • If a Store Blender is still set to a folder inside AppData, for example one you chose yourself, Preferences ▸ Add-ons ▸ Unreal Bridge says so right under Staging Folder, and Push stops with the same explanation instead of failing later in Unreal.
  • If Unreal still cannot find the files, its message now names the Microsoft Store as the likely cause and points you to the Staging Folder setting.
GPL-3.0-or-later · Copyright 2026 Tachyon Studio
Unreal Engine is required and is not included. It is a free download from Epic Games.
This add-on is the Blender-side bridge only and is not affiliated with or endorsed by Epic Games.
CHANGELOG

Unreal Bridge

Every release, newest first

Every release of the add-on, newest first. One package covers Blender 3.3 – 5.2: a modern extension on 4.2+, a classic add-on on 3.3 – 4.1.

Current version:  1.1.0

Released:  23 September 2026

Blender:  3.3 – 5.2

Unreal Engine:  5.2 – 5.8

Platform:  Windows

Licence:  GPL-3.0-or-later


1.1.0 — 23 September 2026

Collision and LODs you make yourself are now tracked exactly like ones made by Collision Maker and LOD Maker, and nothing gets lost on the way to Unreal without you being told.

Added

Your own collision and LODs, one click each. Select the meshes you modelled and the asset, with the asset active. In Mark as Asset, Collision parents the others to the asset and names them UBX_ / UCX_ / USP_ / UCP_<Asset>_NN, the way Unreal matches collision to its mesh. LODs parents them and renames them <Asset>_LOD1, _LOD2 and so on. Both stamp the same properties the companion add-ons use, so from then on Collision Maker and LOD Maker list them as their own, and the bridge counts, checks and exports them like generated ones.

  • A prefix you already typed is kept. Otherwise a plain box becomes UBX_ and anything else UCX_; the redo panel lets you pick sphere or capsule.
  • A number already in a LOD's name is kept. The rest are numbered by triangle count, most detailed first.
  • Everything keeps its place in the viewport, and one Ctrl+Z undoes it.
Selected meshes become the asset's collision and LODs

Collision shapes are listed in Mark as Asset, next to the LOD levels, with the kind of each shape. The collision badge on an asset's row now counts the shapes actually parented under it, so shapes you parented by hand show up too.

Changed

Push stops before Unreal drops anything. Unreal silently ignores collision it cannot match to a mesh, and some mistakes are worse than ignored: a shape that lost its prefix is merged into the mesh itself. Before exporting, Push now lists every collision shape and LOD level that would not arrive as it should, and asks: Fix them, then push, or Push as they are. It catches:

  • a shape named for a mesh that is not in the asset, or for an Empty root, which has no mesh for Unreal to attach it to
  • a name missing its _NN number, or a Blender .001 copy
  • a shape tagged as collision whose prefix was lost
  • a shape set to Never Export, or not parented to the asset at all
  • a UBX_ that is not a plain eight-vertex box, is triangulated, or has its faces pointing inward
  • collision on a skeletal mesh, which Unreal ignores in favour of a Physics Asset (reported, not changed)
  • a mesh named <Asset>_LOD1 that nobody assigned, which would be merged into LOD0
  • a LOD level still pointing at the asset's old name after a rename
  • LOD levels numbered with a gap or twice

The same problems show in red under the asset in Mark as Asset, with a Fix Names button, and the badge on the asset's row turns red. Validate Setup reports the same list.

Collision Unreal would drop, flagged and fixed

Fixing only renames, re-parents and re-tags objects in your scene, and one Ctrl+Z undoes it. Nothing is deleted.


1.0.0 — First release

Send meshes from Blender into a running Unreal Editor with one button.

What it does

  • Link a .uproject and browse its real Content Browser folders from disk, with Unreal closed.
  • Mark objects as assets, map them to folders per collection or per object, and push FBX into the running editor over Epic's own Python Remote Execution. With the editor closed, everything is staged and imports itself on the next push.
  • The one-time Unreal setup is done for you, backing up both files it edits.
  • Unchanged assets cost nothing on a re-push: every asset is hashed, and the hash on the Unreal asset is the authority.
  • Every asset shows where it stands: In Unreal, Needs update, Not in Unreal, Moved in Blender, Deleted in Unreal, Moved in Unreal.
  • Check Unreal reconciles against the live editor, and you decide per asset, or per group, whether Blender follows Unreal or the other way round.
  • Smart Live Sync: a geometry edit re-exports the asset, and a material-only edit re-points the slots in the editor without writing an FBX.
  • Collision (UCX_, UBX_, USP_, UCP_), SOCKET_ empties and LOD levels with their screen sizes ride inside the push.
  • Skeletal meshes: mark the armature and one push gives a Skeletal Mesh, its Skeleton, a Physics Asset and one Anim Sequence per clip.
  • Shift + E opens a pie menu or a quick window, and every panel section can be reordered, shown or hidden.

Blender side only. Unreal Engine is a free download from Epic Games and is not included. The bridge talks to the editor on this machine only: UDP 6766 to find it, TCP 6776 to send it commands. Windows only.

GPL-3.0-or-later · Copyright 2026 Tachyon Studio
Unreal Engine is required and is not included. It is a free download from Epic Games.
This add-on is the Blender-side bridge only and is not affiliated with or endorsed by Epic Games.

RELEASE HISTORY


Universal Bridge: Godot — Release history


Join the Discord — Questions, Support & 10% CouponAsk the developer directly, and pick up your 10% discount coupon for your next add-on.


The releases that changed something, newest first. Each entry is checked against the build that was actually shipped: the add-on carries its whole feature set in one file, so what a version registers is a matter of record rather than of memory. Maintenance releases that moved this bridge on in no way are left out.


3.0.9


FIXED


A clean Preflight was counted as one problem. Preflight leaves a "No issues found." line behind when it finds nothing, so that an empty list can go on meaning "it has not run". The card counted that line as a finding: after a clean check it drew a red "1 preflight issue(s)" warning and added one to the count of things needing attention, with nothing wrong.


3.0.8


ADDED


Live Sync. Every edit crosses to Godot on its own — no Push, no button. Press it again to stop. It needs the editor plugin and Godot open on the scene.


3.0.7


ADDED


Material Kind — Lit or Unshaded. Choose which Godot shader the imported material uses, instead of always taking the lit one. An unshaded material is what UI, flat-colour and stylised work actually wants, and converting it by hand in the engine was the only way to get one.


3.0.6


FIXED


Materials with more than one slot now bring their textures. If a mesh had two or more material slots, textures were copied for the first material only and the rest were silently skipped. Every slot is handled now.


2.26.0


ADDED — BUILDING THE LEVEL IN BLENDER


Pull Level / Push Level. The open Godot scene comes into Blender as light proxies; you lay the level out with Blender's own tools and push it back as one undo step in the editor.


Place Asset searches every model in the project and drops one at the 3D cursor.


Paint Proxies drops copies under the mouse as you click across a surface, with brush jitter.


Scatter on Surface covers the selected meshes with copies of the active proxy.


Array to Point — a ghost copy you drag to where the run should end, with the copies appearing in between. Count, direction, include children, and either linked duplicates or one merged object.


Drop to Floor, Randomize Transform, Swap Scene, Realize Arrays.


Snap Selected to Grid, with saved Grid Snap Presets.


Save / Apply / Delete Layout Snapshot — remember where every proxy is, under a name.


Select in Godot, Select Changed and View from Godot, so the two applications agree on what you are both looking at.


Revert to Godot and Unload Level.


ADDED — WHERE THINGS LAND


Folders. The project's folder tree, read and used for routing: Mark Folder, Send Here as a per-object override, a collection's own folder, Move to Marked Folder, Select Assets, Rescan Folders.


Import Options written into the asset's .import file — Import Scale, Generate LODs, Shadow Meshes, Compress Mesh, Light Baking, Animation FPS — so Godot imports it that way the first time. The file is merged, not replaced, so the uid:// other scenes reference survives.


Import Presets — save a combination under a name and apply it later.


Pivot: Base Center, so props sit on the floor where you drop them.


Add Socket — a SOCKET_<name> empty Godot keeps as a transform.


ADDED — MORE WAYS TO SEND


Send Batch, Send as One, Each Collection, Send Scene, Send This Collection, Send All Assets and Send Scene Layout.


Send Textures — the materials' texture files travel with Send instead of waiting for a second button — plus Update Textures Only, Send Texture Folder and Setup Textures in Blender.


Pull Painter Textures — a texture set Substance Painter exported, wired into the Blender material and copied into the Godot project in one action.


ADDED — THE VIEWPORT CARD


The whole bridge as a card in the 3D View, with an animated explanation beside any control the pointer rests on, search, Favorites, a mini mode and its own colours. Either interface switches to the other with a button.


ADDED — KEEPING THE PROJECT TIDY


Restore Version puts an earlier copy of an asset back into the project.


Move Strays Aside moves model files nothing in this .blend could have written into .ub_history/strays. Nothing is deleted.


Preflight Check, Change / Use / Forget Project, and the panel layout wizard.


FIXED


Save Preset did nothing at all — there was nowhere for a preset to be kept, and the code that wrote it raised.


Root Node was a setting the panel showed and nothing read. It now names the imported scene's root.


2.0.1


FIXED


A maintenance release. No button, setting or module changed from 2.0.0.


2.0.0


ADDED


Send to Godot — the selected meshes as glTF (.glb) straight into the project folder, which Godot imports natively the moment the editor gets focus.


Get from Godot — a glTF Godot exported, back into Blender in one click.


Detect Godot — every Godot build on the machine, newest first, with a version picker and a custom executable path.


Open Godot and Open Export Folder.


Install Godot Plugin — the optional editor plugin, copied into the project in one click.


Tachyon Studio


Join the Discord — Questions, Support & 10% CouponMore by Tachyon StudioAsk the developer directly, and pick up your 10% discount coupon for your next add-on.

RELEASE HISTORY


Universal Bridge: Godot — Release history


Join the Discord — Questions, Support & 10% CouponAsk the developer directly, and pick up your 10% discount coupon for your next add-on.


The releases that changed something, newest first. Each entry is checked against the build that was actually shipped: the add-on carries its whole feature set in one file, so what a version registers is a matter of record rather than of memory. Maintenance releases that moved this bridge on in no way are left out.


3.0.9


FIXED


A clean Preflight was counted as one problem. Preflight leaves a "No issues found." line behind when it finds nothing, so that an empty list can go on meaning "it has not run". The card counted that line as a finding: after a clean check it drew a red "1 preflight issue(s)" warning and added one to the count of things needing attention, with nothing wrong.


3.0.8


ADDED


Live Sync. Every edit crosses to Godot on its own — no Push, no button. Press it again to stop. It needs the editor plugin and Godot open on the scene.


3.0.7


ADDED


Material Kind — Lit or Unshaded. Choose which Godot shader the imported material uses, instead of always taking the lit one. An unshaded material is what UI, flat-colour and stylised work actually wants, and converting it by hand in the engine was the only way to get one.


3.0.6


FIXED


Materials with more than one slot now bring their textures. If a mesh had two or more material slots, textures were copied for the first material only and the rest were silently skipped. Every slot is handled now.


2.26.0


ADDED — BUILDING THE LEVEL IN BLENDER


Pull Level / Push Level. The open Godot scene comes into Blender as light proxies; you lay the level out with Blender's own tools and push it back as one undo step in the editor.


Place Asset searches every model in the project and drops one at the 3D cursor.


Paint Proxies drops copies under the mouse as you click across a surface, with brush jitter.


Scatter on Surface covers the selected meshes with copies of the active proxy.


Array to Point — a ghost copy you drag to where the run should end, with the copies appearing in between. Count, direction, include children, and either linked duplicates or one merged object.


Drop to Floor, Randomize Transform, Swap Scene, Realize Arrays.


Snap Selected to Grid, with saved Grid Snap Presets.


Save / Apply / Delete Layout Snapshot — remember where every proxy is, under a name.


Select in Godot, Select Changed and View from Godot, so the two applications agree on what you are both looking at.


Revert to Godot and Unload Level.


ADDED — WHERE THINGS LAND


Folders. The project's folder tree, read and used for routing: Mark Folder, Send Here as a per-object override, a collection's own folder, Move to Marked Folder, Select Assets, Rescan Folders.


Import Options written into the asset's .import file — Import Scale, Generate LODs, Shadow Meshes, Compress Mesh, Light Baking, Animation FPS — so Godot imports it that way the first time. The file is merged, not replaced, so the uid:// other scenes reference survives.


Import Presets — save a combination under a name and apply it later.


Pivot: Base Center, so props sit on the floor where you drop them.


Add Socket — a SOCKET_<name> empty Godot keeps as a transform.


ADDED — MORE WAYS TO SEND


Send Batch, Send as One, Each Collection, Send Scene, Send This Collection, Send All Assets and Send Scene Layout.


Send Textures — the materials' texture files travel with Send instead of waiting for a second button — plus Update Textures Only, Send Texture Folder and Setup Textures in Blender.


Pull Painter Textures — a texture set Substance Painter exported, wired into the Blender material and copied into the Godot project in one action.


ADDED — THE VIEWPORT CARD


The whole bridge as a card in the 3D View, with an animated explanation beside any control the pointer rests on, search, Favorites, a mini mode and its own colours. Either interface switches to the other with a button.


ADDED — KEEPING THE PROJECT TIDY


Restore Version puts an earlier copy of an asset back into the project.


Move Strays Aside moves model files nothing in this .blend could have written into .ub_history/strays. Nothing is deleted.


Preflight Check, Change / Use / Forget Project, and the panel layout wizard.


FIXED


Save Preset did nothing at all — there was nowhere for a preset to be kept, and the code that wrote it raised.


Root Node was a setting the panel showed and nothing read. It now names the imported scene's root.


2.0.1


FIXED


A maintenance release. No button, setting or module changed from 2.0.0.


2.0.0


ADDED


Send to Godot — the selected meshes as glTF (.glb) straight into the project folder, which Godot imports natively the moment the editor gets focus.


Get from Godot — a glTF Godot exported, back into Blender in one click.


Detect Godot — every Godot build on the machine, newest first, with a version picker and a custom executable path.


Open Godot and Open Export Folder.


Install Godot Plugin — the optional editor plugin, copied into the project in one click.


Tachyon Studio


Join the Discord — Questions, Support & 10% CouponMore by Tachyon StudioAsk the developer directly, and pick up your 10% discount coupon for your next add-on.

CHANGELOG

Unreal Bridge

What's new in this version

1.1.1 — 13 October 2026

Pushing now works from Blender installed through the Microsoft Store.

Fixed

Blender from the Microsoft Store can push to Unreal. Windows quietly moves everything a Store app saves inside your AppData folder into a private folder of its own. Blender saved the files for the push without a problem, but Unreal looked in the usual place, found nothing and answered Manifest not found. A Store Blender now keeps those files in your user folder instead (%USERPROFILE%\TachyonUnrealLink\staging), where Unreal can read them.

  • Every other Blender is unchanged. It keeps its folder exactly where it was, so nothing gets exported again on your next push.
  • If a Store Blender is still set to a folder inside AppData, for example one you chose yourself, Preferences ▸ Add-ons ▸ Unreal Bridge says so right under Staging Folder, and Push stops with the same explanation instead of failing later in Unreal.
  • If Unreal still cannot find the files, its message now names the Microsoft Store as the likely cause and points you to the Staging Folder setting.
GPL-3.0-or-later · Copyright 2026 Tachyon Studio
Unreal Engine is required and is not included. It is a free download from Epic Games.
This add-on is the Blender-side bridge only and is not affiliated with or endorsed by Epic Games.
CHANGELOG

Unreal Bridge

Every release, newest first

Every release of the add-on, newest first. One package covers Blender 3.3 – 5.2: a modern extension on 4.2+, a classic add-on on 3.3 – 4.1.

Current version:  1.1.0

Released:  23 September 2026

Blender:  3.3 – 5.2

Unreal Engine:  5.2 – 5.8

Platform:  Windows

Licence:  GPL-3.0-or-later


1.1.0 — 23 September 2026

Collision and LODs you make yourself are now tracked exactly like ones made by Collision Maker and LOD Maker, and nothing gets lost on the way to Unreal without you being told.

Added

Your own collision and LODs, one click each. Select the meshes you modelled and the asset, with the asset active. In Mark as Asset, Collision parents the others to the asset and names them UBX_ / UCX_ / USP_ / UCP_<Asset>_NN, the way Unreal matches collision to its mesh. LODs parents them and renames them <Asset>_LOD1, _LOD2 and so on. Both stamp the same properties the companion add-ons use, so from then on Collision Maker and LOD Maker list them as their own, and the bridge counts, checks and exports them like generated ones.

  • A prefix you already typed is kept. Otherwise a plain box becomes UBX_ and anything else UCX_; the redo panel lets you pick sphere or capsule.
  • A number already in a LOD's name is kept. The rest are numbered by triangle count, most detailed first.
  • Everything keeps its place in the viewport, and one Ctrl+Z undoes it.
Selected meshes become the asset's collision and LODs

Collision shapes are listed in Mark as Asset, next to the LOD levels, with the kind of each shape. The collision badge on an asset's row now counts the shapes actually parented under it, so shapes you parented by hand show up too.

Changed

Push stops before Unreal drops anything. Unreal silently ignores collision it cannot match to a mesh, and some mistakes are worse than ignored: a shape that lost its prefix is merged into the mesh itself. Before exporting, Push now lists every collision shape and LOD level that would not arrive as it should, and asks: Fix them, then push, or Push as they are. It catches:

  • a shape named for a mesh that is not in the asset, or for an Empty root, which has no mesh for Unreal to attach it to
  • a name missing its _NN number, or a Blender .001 copy
  • a shape tagged as collision whose prefix was lost
  • a shape set to Never Export, or not parented to the asset at all
  • a UBX_ that is not a plain eight-vertex box, is triangulated, or has its faces pointing inward
  • collision on a skeletal mesh, which Unreal ignores in favour of a Physics Asset (reported, not changed)
  • a mesh named <Asset>_LOD1 that nobody assigned, which would be merged into LOD0
  • a LOD level still pointing at the asset's old name after a rename
  • LOD levels numbered with a gap or twice

The same problems show in red under the asset in Mark as Asset, with a Fix Names button, and the badge on the asset's row turns red. Validate Setup reports the same list.

Collision Unreal would drop, flagged and fixed

Fixing only renames, re-parents and re-tags objects in your scene, and one Ctrl+Z undoes it. Nothing is deleted.


1.0.0 — First release

Send meshes from Blender into a running Unreal Editor with one button.

What it does

  • Link a .uproject and browse its real Content Browser folders from disk, with Unreal closed.
  • Mark objects as assets, map them to folders per collection or per object, and push FBX into the running editor over Epic's own Python Remote Execution. With the editor closed, everything is staged and imports itself on the next push.
  • The one-time Unreal setup is done for you, backing up both files it edits.
  • Unchanged assets cost nothing on a re-push: every asset is hashed, and the hash on the Unreal asset is the authority.
  • Every asset shows where it stands: In Unreal, Needs update, Not in Unreal, Moved in Blender, Deleted in Unreal, Moved in Unreal.
  • Check Unreal reconciles against the live editor, and you decide per asset, or per group, whether Blender follows Unreal or the other way round.
  • Smart Live Sync: a geometry edit re-exports the asset, and a material-only edit re-points the slots in the editor without writing an FBX.
  • Collision (UCX_, UBX_, USP_, UCP_), SOCKET_ empties and LOD levels with their screen sizes ride inside the push.
  • Skeletal meshes: mark the armature and one push gives a Skeletal Mesh, its Skeleton, a Physics Asset and one Anim Sequence per clip.
  • Shift + E opens a pie menu or a quick window, and every panel section can be reordered, shown or hidden.

Blender side only. Unreal Engine is a free download from Epic Games and is not included. The bridge talks to the editor on this machine only: UDP 6766 to find it, TCP 6776 to send it commands. Windows only.

GPL-3.0-or-later · Copyright 2026 Tachyon Studio
Unreal Engine is required and is not included. It is a free download from Epic Games.
This add-on is the Blender-side bridge only and is not affiliated with or endorsed by Epic Games.
  • For 1 person (1 seat). Commercial use included.

    $20.99
  • For a team of up to 6 people (6 seats). Commercial use included.

    $83.96
  • For a studio of up to 20 people (20 seats). Commercial use included. Need more than 20 seats? Contact us directly.

    $209.90
$20.99

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Details
Blender Extension Compatible Yes
Published about 2 months ago
Blender Version 3.3 - 5.2
Extension Type Add-on
License GPL