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Installation, setup, reference and walkthroughs.
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Provisional. Confirmed against the shipping build at release.
Yes — and it should be used that way. Kit modules and unique geometry sit in the same Blender hierarchy and arrive in Unreal as one map. MapLink has no opinion about how a mesh was made. The only pipeline it argues against is kitbash-only, where every silhouette in the game is capped by whatever was in the kit.
Because composition is a modelling problem. When the frame has to resolve to kit metrics, the shot gets negotiated down to what snaps. Freeing the geometry where it counts — a landmark, a skyline, a hero corner — is far cheaper than fighting a grid, and MapLink keeps that geometry in sync with everything modular around it.
Unreal's modelling mode is good for blockout and quick in-place fixes, and you should use it for that. Sustained environment authoring — topology, UVs, shading, revision history, a scene you can hand to someone else — is DCC work. Artists arriving from Unity will recognise the gap ProBuilder fills over there. MapLink closes it from the Blender side instead of asking the engine to become a modeller.
No. Anything that needs a believable place at production scale: simulation, serious games, training environments, architectural and industrial visualisation. Locations can be surveyed real-world sites or entirely invented — the pipeline does not care which.
That is a target it is designed to respect. Fewer objects, single collision hulls and authored LOD chains give you a better runtime shape to start from, on specs well below current-gen console.
No. Author in Blender the way you already do — procedural included. Geometry nodes, modifiers, generators, scattering: whatever the scene evaluates to on save is what arrives. Nested collections, transforms and shading come across as authored, and a procedural setup stays procedural on the Blender side.
Your Unreal map reflects the Blender scene. No export dialog, no manual round-trip, no re-placing objects by hand. Any .blend update goes the same route — which means a file an outsourcer sends back lands exactly like one you saved yourself.
Yes, and this is the point of it for outsourcing. A vendor or freelancer needs Blender and the .blend — no engine licence, no project sync, no editor setup, no onboarding into your build. Blueprints, Level Instances and Static Meshes from the project are referenceable from inside Blender, so they can place and compose against real project content, not stand-ins.
Shading is synced with Unreal as the authority, so in-engine material work survives a resync.
A PBR shader set built for this workflow: layer blends, decals and effect materials, ready to drive from the Blender side. It is bundled from the Pro plan up rather than sold as a separate product.
Yes. The project layout is designed to be committed, branched and reviewed like the rest of your game.
No, and nothing that claims to should be trusted. MapLink is a tool you work with, not one that works instead of you — that holds for every part of mapmaking it touches. It gives you the authoring freedom to reach a better runtime shape: fewer draw calls, single collision hulls, cleaner LOD chains. What it removes is the friction between the two applications. Reaching the target is still your call.