Smash Export — Blender to Unreal Engine 5 Asset Pipeline
Which Blender and Unreal versions are supported?
Blender 4.2 or later; development and verification are done on Blender 5.1. On the Unreal side, Blueprint generation targets Unreal Engine 5 and needs the Python Editor Script Plugin enabled — it ships with UE5, you only have to switch it on.
Does it work with Unity?
Partly. The naming preset covers Unity conventions (SM_ / M_ / T_ with _BaseColor, _Normal, _MetallicSmoothness, _Emission), and FBX / glTF / OBJ export all work as usual. The assembly scripts that build a Blueprint are UE5-only — there is no Unity-side counterpart.
Will atlas baking change how my asset looks?
It repacks UVs, so a look that depended on the accidental placement of UVs will change — that is a property of atlasing, not a bug. For atlas-bound assets, unwrap properly and paint colors deliberately and the look survives intact. Transparency is not preserved in atlases either (baking is Emission-based, RGB only), so export transparent parts through the normal path.
Is my scene modified when I export?
No. Exports are non-destructive: material swaps, temporary moves and copies are always restored afterwards, Apply Modifiers works on the export copy, and atlasing cleans up its temporary meshes and images by reference so the .blend does not bloat. Export operations also refuse to run outside Object Mode, so unsaved edits are never lost.
Do I need Unreal Engine to use SMASH EXPORT?
No. The add-on is a full Blender exporter on its own — FBX (Unity / Unreal / Generic), glTF · GLB and OBJ, per-object, per-collection and multi-collection batch export, atlas baking, and a real-scale preset for Substance Painter. Unreal Engine is only needed for the Blueprint auto-generation and the SMASH menu, which run on the UE side.
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