We have not covered unwrapping yet, so leave UVs off. No seams, no unwrap, no checker map. Export your pieces as they are, get them into Unreal, and make the level playable. Grey pieces are fine. Textures, materials and lighting are not required either.
- 3–5 modular pieces from Blender — a wall, a corner, a doorway, a floor — that snap together on one grid.
- One Unreal 5.8 level built from them, with a player in it, collision that holds, and a route you can walk from one end to the other.
- A zipped UE 5.8 project and a short screen recording of the walk, uploaded to Canvas.
Part A In Blender — the kit
Already turned in as Canvas Assignment 1. Fix anything that is not right here, before you export.
- One grid for every piece
Units stay Metric at 1.0 — one Blender unit is one meter. Pick a module (2 m wide × 3 m tall is a good wall), turn on snapping (the magnet icon), and build every piece to that grid.
- Model in quads, silhouette first
Block the big shapes, then add detail with loop cuts (
Ctrl+R) and inset (I). Keep the Statistics overlay on and watch the triangle count. - Check that it tiles
Duplicate a piece (
Shift+D) and slide the copy one module over. The seam should vanish. If it doesn't, the edges are not on the grid — fix the original. - Scale it to real size
Press
Nand read Item → Dimensions. A wall should read about 2 m × 3 m; a doorway about 1 m wide × 2.1 m tall. If your piece reads 0.02 m or 200 m, it was built at the wrong scale — select it and scale it (S) until the dimensions are real-world, before you go any further. Unreal will show it at exactly the size Blender reports here. - Name it, set the origin, apply transforms
Name each object
SM_Wall_A,SM_Corner,SM_Floor,SM_Door. Put the origin at the bottom-back-left corner of every piece, the same way each time. Then select all andCtrl+A → All Transformsso Rotation reads 0 and Scale reads 1. - Do not unwrap
Skip seams and UVs for this project. If Unreal later warns about lightmap UVs, ignore it.
Part B Export
Blender thinks in meters, Unreal in centimeters: one Blender meter must land as 100 Unreal units, standing up.
- Export one FBX per piece
Select one piece.
File → Export → FBX. Tick Limit to: Selected Objects, Object Types Mesh only, leave the transform settings at their defaults (Scale 1.00, Apply Scalings FBX All, -Z Forward, Y Up, Apply Unit ticked). Save it asSM_Wall_A.fbxinto anExport/folder next to your .blend. Repeat for each piece. - Trust the check, not the checkboxes
You will confirm scale in Unreal in Part C, step 3. If a piece comes in 100× wrong, it is units; lying on its face, it is the axis. Fix the export and re-export — never scale it in Unreal.
Part C In Unreal 5.8 — the playable level
This is Canvas Assignment 1a Extended. The Third Person template gives you a player for free.
- Make the project
Epic Games Launcher → Library → Launch 5.8 → Games → Third Person → Blueprint → name it
FMX320_P1_YourName, in a folder you control. It opens with a playable character already set up. (Already on a Blank project? Add → Add Feature or Content Pack → Third Person, then Project Settings → Maps & Modes → Default GameMode:BP_ThirdPersonGameMode.) - Import the kit
In the Content Browser make a folder
Content/Kitand drag all your FBX files into it. In the import window tick Generate Missing Collision, leave Import Uniform Scale at 1.0, and click Import All. - Check scale
Drag a wall into the viewport next to the template's grey cube (100 units). A 3 m wall is three cubes tall and standing. If not, go back to Part B.
- Fix collision on doorways
Walls and floors got box collision on import. A doorway did too — which fills the opening. Double-click the doorway mesh, and in its Details panel set Collision Complexity → Use Complex Collision As Simple. Save.
If something still fails when you play
- You fall through the floor — open that mesh, Collision → Add Box Simplified Collision.
- An invisible wall blocks a doorway — Use Complex Collision As Simple on that mesh.
- You walk through a wall — same fix as the floor.
- Start a new level
File → New Level → Basic. Save it right away as
Content/Maps/P1_Level. - Snap the kit together
Set the grid snap in the viewport toolbar to 100 and keep it on. Drag pieces from
Content/Kitinto the level and build a corridor or a room with a start and an end.Alt+dragduplicates a placed piece along the grid. - Move the Player Start into your build
The Basic level already has a Player Start (find it in the Outliner). Drag it inside your level, just above your floor, and rotate it to face down the route. Do not add a second one — with two, the character spawns at whichever Unreal picks.
- Play it
Press Play (
Alt+P) and walk the route end to end. Fix what fails, play it again. The test: someone else at the keyboard can get from start to end without being told how. - Set the default map and save all
Edit → Project Settings → Maps & Modes: Editor Startup Map and Game Default Map both
P1_Level. Then File → Save All. Now it opens straight into your level on my machine at crit.
Part D Submit on Canvas
- Record the walk and zip the project
Press Play and screen-record 30–60 seconds walking the route (Windows
Win+Alt+R, MacCmd+Shift+5). Close Unreal. In the project folder deleteIntermediate,SavedandDerivedDataCache, then zip the folder. - Upload to Assignment 1a Extended
Canvas → FMX 320 → Assignments → Assignment 1a Extended: Playable Level. Upload the zip and the recording, and write your process log in the text box: what you built, what broke, what you fixed. Due Wed Oct 7, 2:00 pm. If the zip is too big for Canvas, put it in your UT OneDrive and paste a share link.
Before you submit
| Check | How you know |
|---|---|
| True scale, standing up | A 3 m wall is three default cubes tall in Unreal |
| Collision holds | You cannot fall through the floor or walk through a wall; doorways are open |
| There is a player | Pressing Play spawns the character inside the level |
| The route works | Start to end, by someone who has never seen it |
| It opens on my machine | Default map set, Save All done, the zip contains the .uproject |
| Not required | UVs, textures, materials, lighting. Grey is fine. |
Where each step is taught
- Week 02 · Modeling I — quads, the triangle budget, the wall panel on the grid.
- Week 03 · Modeling II — origins and naming, the export contract, first import and walk at scale.
- Week 04 · Walls catch-up — every piece standing in one level with a player start and collision.
- The Project 1 brief — what is graded and how the crit runs.