
Global Copy Nodes
by hisanimations
Global Copy Nodes is a Blender add-on from hisanimations that creates a global copy buffer for nodes, letting you copy and paste them across different .blend projects, sessions, and separate instances of Blender.
by Pawel Wilczewski·Workflow
Images © Pawel Wilczewski. Used for product review; image policy.
Earns its place in the superhive library for handling LOD, socket and collision exports through Unreal's naming conventions while keeping FBX files straightforward to manage and update.
UEx - Blender To Unreal Engine Export In One Click is a Blender addon from Pawel Wilczewski for exporting models and animations to Unreal Engine. Each asset or animation is written as a separate FBX file with no data duplication, and asset types are detected automatically. You can batch export as many objects as you like, and assets drag and drop into Unreal without adjusting settings.
The addon handles LOD, socket and collision exporting using Unreal's naming conventions, and version 1.3.0 adds an option to export LODs to a single file. Selection sets let you group objects into collections for repeated exports without reselecting each time. Origins can be adjusted to object or world by resetting mesh or armature location, and a clipping distance adjuster updates clipping distances across all workspaces after you change Blender's unit scale.
Exports avoid scaling issues and import errors, and the developer states animations look exactly the same after importing in Unreal. There is no need for specific collection names or naming conventions, since you export selected or visible objects. A demo video is available, and the developer runs a Discord server for releases, feedback and bug fixes.
Uex - Blender To Unreal Engine Export In One Click is best for blender users moving models and animations into Unreal Engine who want batch FBX exports without scaling issues or manual import settings.
Uex - Blender To Unreal Engine Export In One Click is completely free to download and use.
UEx addressed Blender 3.2 compatibility issues in its version 1.0.2 update, so it is built to run in Blender while exporting to Unreal Engine. The current version is 1.3.0, which also updated the interface for better grouping of related options. For the exact Blender versions supported by the latest build, check the developer's page, since compatibility can shift between releases and the changelog ties specific fixes to particular versions of the addon.
UEx follows Unreal Engine's naming convention for the extra data attached to a mesh. For a mesh called TestObj, the main object is LOD0, TestObj_LOD1 holds the LOD1 mesh, and SOCKET_TestObj_front is an example socket. Colliders use prefixes such as USP for a sphere collider, UCX for convex collision, UBX for box collision and UCP for capsule collision. Epic's documentation covers the full convention, and version 1.3.0 adds an option to export LODs to a single file.
UEx introduced selection sets in its version 1.2.0 update. They let you group objects into easy-to-access collections so you can export those groups without reselecting everything each time. This sits alongside the batch export, where you can export as many objects as you like and asset types are detected automatically. Note that version 1.3.0 changed mesh selection for export: selecting an armature alone is no longer enough, so you now select the mesh, or the mesh and the armature together.
UEx added an Auto Start/Stop checkbox in its version 1.0.3 update, which makes it possible to export a custom frame range. Each animation exports as its own FBX file with no data duplication, and the developer states animations look exactly the same after importing in Unreal. A demo video is available. The changelog on the developer's page documents each animation-related change across versions, so check there for details on the current build.
UEx is listed as free here in the catalog, so you can add it to your Blender-to-Unreal workflow without a purchase on our side. Licensing terms can differ on the developer's own page, so check there for the current options before relying on it for production. The addon covers batch FBX export, LOD, socket and collision handling, and selection sets, and the developer runs a Discord server for new releases, feedback and bug fixes.
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