Step 2. Processing the files in Blender using Python
This page will guide you through the steps to take to process your asset with BricksImporter.
Installation Process
Once you've got the asset(s) that you like, it is time to parse them with Blender. But before we can do that, we need to install some prerequisites. All the download links can be found on the Prerequisites page.
Step 1. Installing Blender
First, we need to install Blender to process the assets that we want to import into Unreal Engine 5.
Step 2. Installing BrickLink Stud.io
Secondly, let's in stall BrickLink Stud.io. We need this to extract BrickLink .io files, as well as utilizing the ldraw database that comes along with it.
Step 3. Installing the ldr_tools_blender plugin
Now we have to install the plugin that imports BrickLink .io files into Blender. BricksImporter makes use of this plugin to then process the meshes to a better format for Unreal Engine 5.
Step 4. Installing the BricksImporter Blender plugin
Now we need the BricksImporter plugin for Blender. It is located in this location:
...\BricksImporter\Plugins\BricksImporter\BlenderScripts\BricksImporter_Blender.zipYou will not be able to install this plugin unless you have the ldr_tools_blender plugin from Step 3 installed!
The conversion process explained
BricksImporter will process your Mecabricks or BrickLink file and will return two files (described down below). We will eventually import this into Unreal Engine 5, where BricksImporter will sort the Parts file and utilizes the Mesh file for building the asset.
A Parts file. This contains all the 3D meshes of each unique brick that is needed to build the asset. BricksImporter will delete all the duplicates so the file size is as small as possible. It also includes all the required textures for this asset.
A Mesh file. This holds only all the transform (location, rotation & scaling) information of each individual brick. This allows for small file sizes, even though some assets can contain 30k+ assets. It helps with importing this file as quick as possible in Unreal Engine 5.
Let's start converting your asset
The process is really easy:
Open up Blender, go to:

It will open up a new import window (partly based on the ldr_tools_blender plugin window). Only .dae (Mecabricks) and .io (BrickLink) assets will show up.

You can select your desired .dae or .io file from the outliner. There are some import options, which will be explained down below:
Open Explorer?
If ticked, this will open up the Windows Explorer (where the select asset is located) as soon as the processing has finished.
Process Folder?
If ticked, BricksImporter will process all the files in the folder where you have selected a .dae / .io asset.
Process Subfolders?
If ticked, BricksImporter will also process all the recursive folders. (Process Folder? needs to be ticked for this function)
LDraw Library
This folder should be directing towards the ldraw folder in your BrickLink Stud.io installation. By default, this is set to the default installation location of BrickLink Stud.io.
Stud Type
You can select what kind of stud your brick will have. You can include the official LEGO logo, but as it introduces more geometry, the default is set to "Normal".
Resolution
You can select the imported resolution of the bricks. Normal can have some artifacts, while High has full resolution, but therefore longer process times.
Gap Between Parts
If ticked, this will include a small gap between parts, just as in real life.
Converting your asset
Once you hit the "Import DAE IO" button, Blender will 'not respond', while in the background it will process the files for you. If you have "Open Explorer?" active as option, you will be 'notified' once Blender is ready, since it will open Windows Explorer.
You will have two extra files in your folder:


For .io files:
A LDR_Parts_AssetName (.glb) file
A LDR_Mesh_AssetName (.fbx) file
For .dae files:
A M_Parts_AssetName (.fbx) file
A M_Mesh_AssetName (.fbx) file
Great! We can continue with the steps to take in Unreal Engine 5.
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