Dcc referencing comparison
reference a mesh, and modify the UV.
Supported¶
Only Maya supports editing UVs on a reference
- Maya stores them as reference edits in the working scene.
- You can inspect and manage these in the Reference Editor.
Not supported¶
Blender
- you can override a mesh data block (verts, faces, UVs, vert colors, …), but not just the UV.
- override works for properties (like location, visibility, modifiers, materials).
Unity
- the prefab system is similar to Blender’s datablocks.
Unreal
- can’t edit mesh UVs without scripting or USD
More details for each dcc
Unity¶
- ✅ Prefab System = referencing with overrides.
- Prefabs reference a base asset.
- You can override components, materials, and transforms — but not mesh data (like UVs or geometry).
- ❌ You can’t override UVs or vertex data in a prefab.
- 🧩 Workaround: You could use a custom component to apply mesh modifications at runtime or clone and edit meshes via script.
Unreal Engine¶
- ✅ Supports referencing via Blueprints, instanced assets, and Data Layers.
- 💡 Geometry Script (in UE5) can modify mesh data at runtime, including UVs.
- ✅ USD integration supports referencing with overrides (materials, transforms, UVs).
- ✳️ Unreal also supports hierarchical instancing and nanite instances, but they don’t allow low-level UV edits directly on instances.
Maya¶
- ✅ File Referencing is one of its core features.
- You can reference in an asset (e.g., a character rig or mesh).
- ✅ You can override materials, UV sets, transforms, etc. non-destructively.
- 🔒 Some things (like topology) can’t be changed unless you do a reference edit or import it.
- 🧩 You can use reference edits or deformer nodes (like UV editors or custom deltas) layered on top of a referenced mesh.
Blender¶
- ✅ Supports linked libraries (.blend file linking).
- ❌ You cannot edit geometry or UVs of a linked object directly.
- 🧩 Workaround:
- Use a Proxy Object (older) or Overrides (Blender 3+).
- You can override materials, transforms, and certain properties — but not geometry/UVs.
- To modify UVs, you must make it local, which duplicates the data — defeating your purpose.
Backlinks¶
- compression on mesh variations
- Only Maya has support for this, Unity, unreal, and blender don’t. See dcc referencing comparison