Smash Export — Blender to Unreal Engine 5 Asset Pipeline

SIPPO-STUDIO in Import & Export


Select. Press once. Your asset arrives in Unreal Engine 5 as an assembled Blueprint — correct scale, correct orientation, correct naming, textures already resolved.

Most exporters stop at the FBX. SMASH EXPORT finishes the job.

Built and battle-tested in production on a real Blender→UE5 game project over seven months and 20+ releases.

What it does

1. One-click Assembly Export

A multi-part asset exports as a single FBX and imports into UE5 as separate parts, with each part's origin (pivot) preserved. A door rotates around its hinge the moment it lands.

2. The Blueprint builds itself on the UE side

Run the script that ships inside every export folder and BP_ is generated, fully assembled, and placed at the level origin.

3. A resident SMASH menu inside Unreal

The add-on writes smash_tools.py at your export root with your path baked in. Run it once and a SMASH menu lives in UE's menu bar — every exported asset listed, assembling one click away (Assemble / Assemble ALL / Fix Alpha / Refresh).

4. Naming and texture references, handled

UE5 / Unity conventions (SM_ M_ T_, _D _N _ORM) applied end to end — including the texture references inside the FBX, so UE never spawns duplicate textures.

5. Atlas Merge

One collection collapses into one mesh + one atlas texture, with overlap-aware UV handling. Prop-heavy level assets become a single lightweight drawable. "Bake Texture Only" re-bakes just the PNG on exactly the same UV layout — the FBX already in your engine stays put.

6. The import traps, pre-solved

  • Unit-scale guard (Blender's cm setup vs UE's import behaviour)
  • Orientation and scale pre-baked into the mesh, so it lands right on UE's defaults
  • Alpha textures switched to Masked automatically, instead of arriving opaque
  • Pre-export mesh health checks (degenerate and folded faces — the classic causes of failed static-mesh builds)

Every one of these cost us a day. You don't have to spend it.

Four steps

  1. Select your asset in Blender
  2. Press Export Assembly, once
  3. Drag the export folder into UE's Content Browser
  4. SMASH > Assemble — the Blueprint is done

Also included

  • FBX (Unity / Unreal / Generic), glTF · GLB, OBJ
  • Per-object, per-collection, and multi-collection batch export
  • Real-scale (meters) preset for Substance Painter — your game-engine settings are never touched
  • Workflow-preset UI: pick what you are doing and exactly one run button is shown. Nothing to memorise.
  • Bilingual UI — English by default, Japanese automatically when Blender's UI language is Japanese

Requirements

  • Blender 4.2 or later (verified on Blender 5.1)
  • Windows / macOS / Linux — anywhere Blender runs
  • Blueprint auto-generation needs UE5's Python Editor Script Plugin (ships with UE5 — you only have to enable it)
  • Atlas baking uses Cycles internally. Baking PaintSystem layers requires the PaintSystem add-on (optional)

What you get

  • SMASH EXPORT add-on (.zip)
  • User manual PDF — English and Japanese, 20 pages each
  • LICENSE file
  • Free updates

License & credits

MIT. Development started from the MIT-licensed Export Helper Pro v2.0 by Michael Bridges and has since grown far beyond it — the UE5 assembly pipeline, the atlas system, and the UE-side tooling are original work by SIPPO-STUDIO.

Full documentation — requirements, installation, quick start, the complete UE5 pipeline, atlas workflows, naming rules, safety guards and troubleshooting — is on the Documentation tab of this page.


$29

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Details
Blender Extension Compatible Yes
Published about 2 months ago
Blender Version 4.2 - 5.1
Extension Type Add-on
Render Engine Used Cycles
License GPL