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MeshExporter Documentation

MeshExporter Documentation / Blender Round Trip

Blender Round Trip

The exporter is designed with Blender in mind. The OBJ may also work in other modelling applications, but their import and export settings can differ.

Import the OBJ

  1. In Blender, use File > Import > Wavefront (.obj).
  2. Choose the exported OBJ.
  3. Check the mesh and UVs before editing.

If you enabled material baking in Unreal, leave the OBJ, MTL, and texture folder together. Blender reads the MTL automatically and connects the baked maps. Switch the viewport to Material Preview or Rendered to see them.

The generated color textures have a safe, opaque PNG alpha channel. Eyelashes and other cutout materials use a separate opacity texture, so the face and eyes should not require changing each image’s Alpha Mode after import.

Version 1.2.3 writes the DNA UV coordinates in the orientation expected by OBJ tools. Do not flip the UVs simply because an older export needed that correction.

Edit Safely

For MetaHuman conforming or morph targets, edit positions only.

Safe changes include sculpting, proportional editing, and moving existing vertices. Avoid anything that changes topology, including:

Keep an untouched copy of the exported OBJ. It is useful for comparing vertex count and topology if an import later fails.

Export from Blender

  1. Use File > Export > Wavefront (.obj).
  2. In the OBJ export settings, set Forward Axis to Y. This reorients the mesh correctly for Unreal Engine.
  3. Keep vertex order when that option is available, and do not apply topology-changing operations during export.

The Jobutsu OBJ contains geometry, normals, UV channel 0, and group/material names. With material baking enabled, it also references a generated MTL file and PNG maps for supported material properties. Unreal’s editable material graph is not transferred. Skeletons, skin weights, and animation are not included.

Next: Using the OBJ in Unreal