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Сообщить о проблеме с переводом
You are maybe going down the wrong route by using T3D. This is an old way of early stage level construction prototyping, since replaced by the use of static meshes from full 3D apps such as Blender, 3ds Max, etc...
Take a read of this for more info : view[docs.unrealengine.com]
You may also run into a variety of modelling issues if you do go down this route, read this for more info : view[www.katsbits.com]
As such I don't know of an up to date script that does this in Blender. You might be able to export to another format and then to T3D if you really want to use this method...?
Personally I would go with simple 3D objects made in Blender and saved as .fbx , this is pretty much identical to the standard method used in other games engines like Unity.
In Unity you can replace the simple prototype models with the real game models by simply updating your prefabs, this will update every instance(every model of that type(prefab)) in every scene of the project instantly.
UE4 has similar functionality but if you want full prefab support than AKAIK you have to purchase an add-on like this one[www.unrealengine.com].
It's not free though... :(
EDIT: No wait, it converts meshes, not level geometry.
https://www.unrealtexture.com/Unreal/Website/Downloads/3DEditing/UnrealEditor/Tools/Info/ase_To_t3d/ase_To_t3d.htm
Otherwise brushes are just not opening in UnrealEd. And that's also 1 more stap having to save as ASE.