The ULTIMATE Blender/Unreal Workflow ( not available for Blender 4.0 yet )

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video is practically just an explanation on how to get the most out of the official epic games add-on for blender there's a lot of workflows on the internet about this subject but none of them seem to go over the topics that I'm going to talk about in this video sure the yield be able to get some value from this video If you use blender and Unreal Engine if you don't plan on using blender and Unreal Engine together in your workflow well then this video probably isn't going to be for you if we go to the center unreal page first of all you'll notice that you won't be able to access it by default we go to releases right here you're gonna get a 404 page like this so what we need to do is we need to link our epic games account and our GitHub account we're going to come up to our account name up here come to account then we're going to come over here to apps and account then we're going to come to GitHub right here and we're going to add our GitHub once the githubs linked you'll have access to the center unreal GitHub just type in Center unreal in Google home to the GitHub right here at the top of the GitHub Pages Quick Start release pages and now you'll have access to the page to download the add-on we just go to assets send to uezip download once you've saved the file to wherever you want to save it we can go into blender and install the file next so now that we're in blender we can just come up to add it preferences add-ons install locate your Center on real zip and then just take the box but pay attention up here because there'll be a new Option called pipeline and this is how we use the center unreal add-on along with changing all the settings to bring the outliner you'll see there's a new export collection only the things that are inside this collection will be exported to unreal so next we're going to jump over into Unreal Engine and set up the rest of the prerequisites over there unreal the only thing we need to do is come up to edit come to project settings then we want to search for enable remote and you'll see here there's an option called enable remote execution under python we need to make sure that this is checked if you don't see this option you may have to go and enable the python plugin to do that we can just come back to edit come to plugins and then search python and you'll see you just need to make sure that python editor script plugin this one right here is enabled and you'll have to restart the editor quick tip here is whenever you open unreal and blender together and you want to be able to switch back and forward we can just win Tab and then we can drag the unreal into a second desktop full screen blender and then we can use control window right control window left to switch back and forward between the two programs because we have to use up here this export collection to export things it can be quite cumbersome whenever you have lots of objects in the outliner to put them all into the export so what I recommend is for managing your scene and putting the correct objects into the collection you want to export you can use another add-on called machine tools and this allows us to use this Pi menu here where we can create Collections and add things to collections as we want so let's grab the light in the camera maybe grab the plane and then we can just press shift C and click move to export collection another moved into the export and the same if we want to remove the plane from the export collection we can just do shift C move to back to the scene collection and it'll be moved outside okay I'm going to talk real quick about moving the object Origins here before we get into the settings of Center unreal because this is going to be vital for whatever what way you want to move the meshes in unreal so in blender we can press control plus full stop or control period to move the origins around and this will just allow us to move the origin instead of the object now I'm just going to escape out this for a second because a lot of the time you want to snap the origin to the vertex so we can just come up to snapping come to vertex G snap it to the corner and that's that now we can press control period or control full stop to get out of that mode again and now we're back into just moving the object but it's around this exact origin here now instead it rotates so another alternative way of moving this origin is instead if you don't want to remember the shortcut is you come up to options up here and then click Origins and you'll see now it's in that mode again we can move the origin you come back up to options turn off Origins and we'll see it's back into the other mode another reason why I recommend using machine tools is because if we ever want to move let's say we have all these objects and we press Ctrl a to apply all transforms you'll notice that all the origins go back to the center of the world space and this can be useful if you don't want to use them all in the one location going and unreal but we can actually retain the object Origins and still place them in the active level by using a setting in Center unreal so to do that we can do shift s with Machine Tools enabled again we can set all the origins to their geometry so they're all in the center of each piece right here all them and then when we come up here to pipeline come to export Saturn's dialogue import and then right at the bottom here place in active level this is going to place them in the active level so now you'll see when we push assets when we come over to unreal they just got pushed in in the exact place and they have their original object origin that we used it like if you want to use not their the object origin the other origin like the world space origin of blender we can come back over to blender and it's the same place pipeline export sentence dialog and instead of import it's under export and it's right at the top here use object origin this needs to be checked so you can select them all and the same if we do any modeling on these this is really efficient because we let's say we want to come in here and we want to do a little inset and we want to just let's say we'll just all e and we'll punch it through for a minute so we have something like that and then we just do the exact same thing pipeline export push assets and we come back over and there's just a hole straight there done so there's one more setting that you'll want to be made aware of as well so if you come back over to blender and if we want these to come in as a nanite mesh to save on resources or you have really high poly models you just come straight up to the same place up to pipeline export settings dialog and under import under fbx under static mesh there's an option for build nanoi if we check this we're going to get nanoid meshes when we push so now we just select all through all of the export collection pipeline export push assets that Nana is being built for all the meshes so hopefully I've covered most of the important points to do with that on the workflow in this video I know there isn't enough time to go into every set and in depth but if you want to know anything more about Auto drop a comment down below and I'll try to respond to you as soon as possible
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Channel: Vizualflow
Views: 22,355
Rating: undefined out of 5
Keywords: 3d, animation, 3dmodeling, rendering, cinematography, Digital art, UE5, Workflow, productivity, Blender3d, blender, archviz
Id: 4JT9pmYE8uI
Channel Id: undefined
Length: 7min 57sec (477 seconds)
Published: Wed Sep 06 2023
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