Unreal Groups

Because “Groups” in Unreal are un-intuitive and I want to remember how to use them, here is a simple tutorial on some basic operations

Select Group Actor / Renaming Groups (without selecting Group Members)

  1. Verify “Allow Group Selection” is enabled
  2. R-Click group actor or any member: Groups > Unlock
  3. Select group actor
  4. CTRL+SHIFT+G (disable “Allow Group Selection”)
  5. Deselect all group members individually. This will leave only the group itself selected
  6. Rename the group actor
  7. [Optional] CTRL+SHIFT+G (re-enable “Allow Group Selection”)
  8. [Optional] R-Click group: Groups > Lock

Select Group Members (without selecting Group Actor)

  1. Verify “Allow Group Selection” is enabled
  2. Verify group is Locked
  3. Select any group member (but not the Group Actor)

Add Group Members

  1. Verify “Allow Group Selection” is enabled
  2. Group Locked/Unlocked doesn’t matter
  3. Select existing group actor or any member
  4. CTRL+Select: Add new members to selection
  5. R-Click on new member: Groups > Add to Group

Remove Group Members

Do NOT R-Click the member: Groups > Remove from Group. This will destroy your group because everything is still selected

  1. Verify “Allow Group Selection” is enabled
  2. R-Click group actor or any member: Groups > Unlock Group
  3. Select members for removal only
  4. R-Click any selected: Groups > Remove from Group
  5. [Optional] R-Click group: Groups > Lock

Blender to Unreal FBX + T3D exporter with instancing

Blender: these objects share linked mesh data

Unreal: import one FBX, paste T3D as instances

I wrote a very simple Blender to Unreal exporter because I couldn’t find one that exported scenes to FBX and T3D at the same time. The purpose is to export only unique data to FBX, instead of all object data, this way duplicates (with linked data in blender) are preserved and objects can be pasted in to Unreal after placement was done in Blender. Now I can export a whole scene at once and still benefit from the efficiency of linked data, without needing to reconstruct object placement manually in Unreal.

It’s no Datasmith, but this is all I need for testing and it works with Blender.


  1. In Blender:
    1. Select objects to export, run script. (FBX names are based on mesh data names)
    2. Copy (T3D) text from console output to clipboard (Placed instance/object names will be the same in Unreal and Blender)
  2. In Unreal:
    1. Import FBX files
    2. paste (T3D) clipboard

To Do:

  • Convert to exporter addon
  • Options for file output destination, and content path in Unreal
  • Optionally skip either FBX or T3D output
  • Send T3D to clipboard or text file instead of console
  • Optional scale conversion
  • Instanced Static Mesh Component for Array modifier instances.
  • More features for iterative workflow?

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