---
title: Blender Bridge
product: Codeable AI Editor Tools
version: 1.1
engine: Unreal Engine 5.8
updated: 2026-11-01
canonical: https://docs.human-codeable.com/ai-editor-tools/blender/index.html
---

# Blender Bridge

The Codeable Bridge is a free Blender extension that exports meshes the way Unreal's importer expects them: in metres, with simple collision, flat normals pointing outward, and the collision paired by name. Use it by hand from Blender's export menu, or let Codeable AI Editor Tools run it for you in the background.

It is GPL-licensed, like everything that runs inside Blender, and distributed separately from Codeable AI Editor Tools. The Unreal plugin itself only starts Blender and reads the files it writes.

## Install from Blender

1. **Edit > Preferences > Get Extensions**. If online access is off, allow it.
2. Open the **Repositories** drop-down at the top right, press **+**, choose **Add Remote Repository** and enter `https://human-codeable.com/blender/index.json`.
3. Search for *Codeable Bridge* and press **Install**.

Blender keeps it up to date like any other extension.

## Install from Unreal

With Codeable AI Editor Tools and the AI tools set up, an assistant can call `BlenderTools.install_bridge`. It first shows what it would do and only installs after you agree. Close Blender before it runs: an open Blender writes its own preferences back when it quits and would drop the new repository.

## Preparing a mesh

- Model in metres, scene unit scale 1.0, and apply the object's scale.
- Name the object like the asset, for example `SM_Crate`.
- Simple collision: one or more objects named `UCX_SM_Crate_00`, `UCX_SM_Crate_01`... Convex shapes only.
- Front of the object towards -Y, up Z.

## Export by hand

Select the mesh and choose **File > Export > Unreal Mesh (Codeable)**. It exports the object and its `UCX_` objects together, recalculates normals outward, and reports how many faces it flipped. Import the FBX into Unreal with *Convert Scene Unit* on.

## Export from Unreal

`BlenderTools.export_mesh(blend_file, object_name, asset_path=...)` opens the saved `.blend` in a background Blender, exports with the Bridge, and imports the result onto the content path, replacing the asset in place so every reference keeps working. Save the `.blend` first: the background Blender reads the file, not your open session.

## Requirements

Blender 4.2 or newer. Tested with Blender 5.2.
