SippoStudio
Fukuoka · Japan SMASH EXPORT v2.27 Tide v2.15 Add-ons for Blender

Built in production
BLENDER
ADD-ONS

Two tools that came out of shipping a real game, not out of a feature list. SMASH EXPORT takes assets from Blender into Unreal Engine 5 assembled and correct. Tide keeps a scene of linked assets alive while you edit it, piece by piece.

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SMASH EXPORT v2.27 Asset pipeline
Product · Blender → Unreal Engine 5

SMASH
EXPORT

Select your asset, press once, and it arrives in UE5 as an assembled Blueprint.

Correct scale, correct orientation, correct names, textures resolved. Not just an exporter: a pipeline.

01
Select
Pick your asset in the viewport
02
Press
Export Assembly, once
03
Drop
Drag the folder into UE
04
Assembled
A Blueprint is built and placed at the origin
Pivots preserved
A multi-part asset exports as one FBX and imports as separate parts — each with its own origin. Doors rotate around their hinges in UE, immediately.
Names that match
UE5 / Unity conventions (SM_ M_ T_, _D _N _ORM) applied automatically — including the texture references inside the FBX, so UE never duplicates textures.
Resident UE menu
A generated smash_tools.py puts a SMASH menu in UE's menu bar: Assemble, Assemble ALL, Fix Alpha, Refresh. Your export root is pre-configured.
Pitfalls pre-solved
Unit-scale guard, orientation pre-baked for UE's importer, automatic Masked blend mode for alpha textures, mesh health checks before export. Each of these cost us a day — they won't cost you one.
Actual add-on UI

From Blender to UE5.
Already assembled.

Move an asset to UE5 with its structure, pivots, naming and textures intact. Not merely an export — the completed outward journey.

Assembly preservedMulti-part assets arrive as a Blueprint with every pivot intact.
One collection, one actionSet the target once. No repetitive picking.
OutputSM_Asset.fbxT_Asset_D.pngBP_Asset
Production panel · v2.27 Actual SMASH EXPORT Blender add-on interface
01 / 04

Two ways to export

The same selection can mean either thing — you say which

▲ Export (Assembly)

One asset, many parts

Every part keeps its own pivot. One folder, one FBX, assembly data included.

▶ Export (Individually)

Many assets, one each

One mesh equals one folder and one file — ideal for batching standalone props.

Target: Viewport selectionTarget: Collection list
02 / 04

It assembles itself in UE5

Export · drag in · run the script · done

01

Export

Press Export (Assembly).

02

Drag in

Drop the folder into UE's Content Browser.

03

Run

smash_assemble.py

04

Assembled

BP_Asset is generated and placed at the origin.

Locker_A/
  SM_Locker_A.fbx ← pivots intact
  T_Locker_A_D.png ← resolved
  Locker_A_assembly.smash
  smash_assemble.py
  _README_IMPORT.txt
SMASH ▾

A resident UE menu

Register once and every exported asset appears in UE: Assemble, Assemble ALL, Fix Alpha and Refresh.

03 / 04

One collection.
One mesh, one map.

Level dressing without a hundred draw calls

Export Atlas

Merge

Repack UVs and bake down to one mesh + one texture, up to 4096px.

Bake Texture Only

Re-bake

Re-bake only the PNG to the same UV layout; the FBX stays in place.

Keep Parts SeparateExisting UVsPre-Export CheckAuto CleanupTriangulate
SMASH Atlas Export interface
04 / 04

Import pitfalls.
Already solved.

The walls we ran into, so you don't have to

The trapWhat happensWhat SMASH does
Unit scaleBlender works in cm; UE reads it ×100Reads the scene and warns before export
Scale & orientationExporter and importer disagreeBaked at world scale, standard Y-up
AlphaTransparent PNG imports opaqueDetected and switched to Masked
NamingSplit imports drift from texture refsUE5 naming, including refs inside the FBX
Bad geometryDegenerate faces fail static mesh buildsDiagnosed by name before export
Tide v2.15 Asset round-trip
Product · Blender asset round-trip

Tide

Dive into any prop, edit it, come back — and the scene is still whole.

Export the props in your scene into separate .blend files and place them back as links. Blender's own linking, made a lot stronger and a lot lighter to live with.

01
Select
Pick props to export in the viewport
02
Link
Each goes to its own .blend, placed back as a link
03
Dive in
Open the source and edit it directly
04
Come back
Save, close, reload — the overview updates
Build the piece, judge it in the scene
The tone of a whole scene is made of small assets. Tide turns the move-in / pull-back loop into one click each way, so you can keep judging the piece where it actually lives.
Assets that grow
Each asset file opens with a camera and a light, its collection already active — anything you add while editing joins the asset automatically.
Repair & guard built in
Broken links are found and relinked automatically. Assets open in another Blender carry a process-tracked marker, so a second save can't quietly overwrite the first.
Nothing is destroyed
Overwrites keep a .bak. Writes are atomic. Deleting parks the files in a trash folder you can restore from — link, placement and all.
Blender asset round-trip

A round-trip that
never breaks your scene.

One click into a prop's source file, edit, then one click back to the overview. Links and placement stay intact.

Build close. Judge wide.Work at prop scale, then judge it in the complete scene.
Repair & guard built inBroken links repaired; double edits blocked.
Tide linked asset scene assembled from separate Blender files
Actual add-on UI Actual Tide Blender add-on interface
01 / 04

One click in.
One click back.

The overview stays whole while you work

01

Pick

Pick any linked asset in the overview.

02

Dive in

Its source .blend opens for editing.

03

Return

Return with the scene updated.

overview.blendheron.blendoverview.blend
Tide Open Linked File control highlighted
02 / 04

Every way linked scenes die.
Handled.

Repair & guard, built into the round-trip

Broken links

Moved or renamed files are scanned and relinked automatically.

Double edits

An editing marker locks the asset until the round-trip ends.

Risky renames

Blocked before it happens, protecting references.

Tide automatic link repair control highlighted
03 / 04

Build the piece.
Judge it in the scene.

The whole tone is made of small assets

Work at detail scaleEach prop lives in its own .blend.
Return to the overviewOne click to the whole current scene.
Let the scene decideTone comes from the stack, not the piece.
Complete Tide example scene
04 / 04

Why not just
links?

Blender links assets — Tide keeps the round-trip alive

The workflowDoing it by handWith Tide
Open & returnManual open, find and reloadOne click, both ways
Broken linksHunt them file by fileRepaired for you
Double editsNothing stops the second editorBlocked by design
MaintenanceNearest rival abandoned in 2023Actively developed
Studio · Fukuoka

About
Sippo-Studio

Neither of these was built as a product first. They were built because we needed them — on a real Blender-to-UE5 game project, shipping dozens of modular assets into a team-managed Unreal project. Every feature exists because a real export, or a real scene, broke without it.

SMASH EXPORT grew over seven months and twenty-plus releases from a batch exporter into a full pipeline: assembly data, Blueprint generation, an atlas system with overlap-aware UV handling, and UE-side tooling. It began as an extension of the MIT-licensed Export Helper Pro by Michael Bridges and has since grown far beyond it — the UE5 pipeline, atlas system, and UE-side tools are original SIPPO-STUDIO work.

Tide came from the other end of the same project: a level too heavy to keep in one file, and a linking workflow that kept breaking. It is now past its twentieth release, hardened by a deliberately hostile test playbook — every guard in it exists because something went wrong first.

Both ship with full documentation: user manuals in English and Japanese, and in-panel guidance. Both UIs are English by default and switch to Japanese automatically when Blender is set to Japanese.