Gameexport Guard

DC Labs in Modeling


GameExport Guard — Documentation

Installation

  1. Download gameexport_guard.zip from your Superhive purchases (do NOT unzip it)
  2. In Blender, go to Edit > Preferences > Add-ons
  3. Click the dropdown arrow (top-right) > Install from Disk...
  4. Select the downloaded zip file
  5. Enable the checkbox next to GameExport Guard
  6. In the 3D Viewport, press N to open the side panel — you'll find the Export Guard tab

Requires Blender 4.2 or newer. No additional dependencies.


Quick Start (30 seconds)

  1. Select the objects you want to export (or set Scope to "All Objects")
  2. Choose your Engine Preset: Unreal Engine, Unity, or Generic/glTF
  3. Click Run Pre-Flight Scan
  4. Review the issue list — click any issue to select that object in the viewport
  5. Click Fix All Safe Issues
  6. Re-scan until you see ✓ EXPORT READY — then export as usual

The Panel, Explained

Engine Preset

  • Unreal Engine — enforces SM_ prefix on static meshes and SK_ on skeletal meshes (objects with an Armature modifier), requires a second "Lightmap" UV channel, and shows a scale hint for Unreal's centimeter units
  • Unity — expects meter scale and a "UV2" lightmap channel
  • Generic / glTF — core checks only, no naming or lightmap requirements

Scope

  • Selected Objects — only what you have selected (default)
  • Visible Objects — everything visible in the viewport
  • All Objects — every mesh in the file, including hidden ones

Check Categories (toggle on/off)

Category What it flags
Transforms Un-applied scale/rotation, negative scale, delta transforms
Geometry NGons (faces with 5+ sides), loose vertices, zero-area faces
UVs / Lightmaps Missing UV map, missing second UV channel, empty UVs
Materials No material assigned, empty material slots
Naming Missing engine prefix, spaces, special characters, .001 suffixes, data-name mismatch
Normals Inverted meshes, inconsistent normal direction

Reading the Report

  • Error — will visibly break your asset in-engine (wrong size, inverted shading, failed lightmap bake)
  • Warning — likely to cause problems or violates convention
  • Info — worth knowing, safe to ignore

Click any row to select and activate that object in the viewport.


Fixes

Fix All Safe Issues

Runs, in order: apply rotation & scale → recalculate normals outside → delete loose vertices → generate lightmap UV channels → remove empty material slots → fix names. Then automatically re-scans.

What "safe" means: every operation is non-destructive to your visible result and fully undoable with Ctrl+Z. NGon triangulation is deliberately excluded from Fix All because it changes topology — use its dedicated button when you're ready.

Individual Fixes (collapsible sub-panel)

  • Apply Rotation & Scale — on all objects flagged with transform issues
  • Recalculate Normals Outside — on objects flagged with inverted/mixed normals
  • Triangulate NGons — converts only faces with 5+ sides to triangles (quads untouched, Beauty method)
  • Delete Loose Vertices — removes floating verts and edges not attached to faces
  • Generate Lightmap UV Channel — adds a second UV channel (named per your engine preset) and unwraps it with Smart Project at a 0.02 island margin
  • Remove Empty Material Slots
  • Fix Names — strips .001 suffixes, replaces spaces with underscores, removes special characters, adds the engine prefix, and syncs mesh data names to object names

All fixes automatically skip linked (library) objects — they are reported but never modified.


Recommended Workflow

Before every export: Scan → Fix All → handle any remaining ngons manually or via Triangulate → re-scan → export.

For teams/outsourcing: run a scan with scope "All Objects" before delivering a file — the naming and lightmap checks catch the issues studios most commonly bounce deliveries for.


Troubleshooting & FAQ

My flat ground plane is flagged as "inverted normals." Open, flat meshes can confuse the inward-facing heuristic (it's designed for closed-ish meshes). Either ignore that line or toggle the Normals category off for that scan. Your plane is fine.

"Fix All" didn't fix the ngons. By design — see above. Use the Triangulate NGons button in Individual Fixes.

The lightmap fix skipped an object. The object either has no primary UV map yet (unwrap it first — the fix adds a second channel, it doesn't create your first), or it already has 2+ UV channels, or it's a linked asset.

An issue points to an object I can't find. It may be hidden or in an excluded collection. Set Scope to "Selected" to limit scanning, or unhide (Alt+H) to inspect.

Does this work with [exporter X]? Yes — GameExport Guard validates your scene before export and doesn't touch the export process itself. It works alongside Blender's built-in FBX/glTF exporters, Send to Unreal, and any third-party exporter.

Undo? Full support. Ctrl+Z steps back through every fix.


Version History

v1.0.0 — Initial release. 6 check categories, 15+ validators, Unreal/Unity/glTF presets, Fix All + 7 individual fix operators, clickable issue list.


Support

Use the Contact Creator button on this page — include your Blender version and, if possible, a screenshot of the issue list. We aim to respond within 24–48 hours. Bug reports that include a .blend file that reproduces the problem get fixed fastest.

$10

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Details
Published about 2 months ago
Blender Version 4.2 - 5.2
Extension Type N/A
Render Engine Used Cycles, Eevee
License GPL