def METHOD_NAME(scene_object: Object, node_resource: CompiledWorldNodeResource,
                                   collection: bpy.types.Collection, scale: float):
    renderable_model = scene_object["m_renderableModel"]
    proper_path = node_resource.get_child_resource_path(renderable_model)
    mat_rows: List = scene_object.get('m_vTransform', None)
    custom_data = {'prop_path': str(proper_path),
                   'type': 'static_prop',
                   'scale': scale,
                   'entity': {k: str(v) for (k, v) in scene_object.to_dict().items()},
                   'skin': scene_object.get('skin', 'default') or 'default'}
    empty = create_empty(proper_path.stem, scale, custom_data=custom_data)
    if mat_rows:
        transform_mat = Matrix(mat_rows).to_4x4()
        loc, rot, scl = transform_mat.decompose()
        loc *= scale
        empty.matrix_world = Matrix.LocRotScale(loc, rot, scl)
    collection.objects.link(empty)