[ADDON ] UE Tools

one thing I noticed is that the bones bend every which way. how can you animate if the bones don’t behave? Although it is a quick way to get your characters into ue4. The arms are perfect but not the knees, what’s wrong?
TWN0QTYRSHqGMwuu8HCFHg.png
PS amazing work, now its easier to import from .

Edit: I noticed it was driver driven, which is obsolete now with the new . Could you update it so we can animate with it? thanks!

How are drivers obsolete with the new version? If you are animating using the IK controls that can’t happen. I tested the addon in the 2.79 test build and it works like expected.

well, most rig tutorials today do not use drivers at all, I can build a complete IK rig without even touching the driver system. I went to redo the foot and couldnt change much because I know nothing about the driver system. As such I’ve moved over to maya to animate my characters into the gamei know I could do a custom animation and stuff but…i do need to know something about maya and include it in my pipeline. I can’t seem to find that magical to ue4 tutorial that drops everything neatly into place for me. but there tons of maya to ue4 tuts.

Hey guys, if i use this addon default rig and import it to UE4 and then i select default UE4 skeleton as skeleton, it gives me this crazy pose (some of idle poses)…
same for 2.78 and 2.75… some tips how to force or UE4 to good import/export?

https://i.imgur.com/LWBXbFw.jpg

You have to retarget to the UE4 skeleton. I know, it’s dumb, but you have to retarget the UE4 Mannequin to the UE4 UE4 Mannequin.

This solution is the result of many MANY months of headache.

Thank you a lot :slight_smile: i spent last 30+ hours figuring out how its possible to do this without retargeting, but seems it isnt, so you saved me headache too.

Nice plugin… Any update for last version? or everything is working as expected?
UE4 4.18.2
2.79

Download page doesnt show any update since 2.75 in 2015!

I just want to use the add on to export the fbx to Unreal Engine but it gives me this error. :frowning:
Dont know what to do, please help!

I’ve run into this issue before and what I did was select my model, go into edit mode. Then I hit A to select everything. CTRL + T to triangulate the mesh (turns quads into triangles). And then with everything still selected, ALT + J to turn triangles back to quads. You should be able to export now.

I think you get that error when you have any NGons (5 verts or more). The trick above should fix that.

Hi !
Is working for 2.79a ?
Thx

@Carlosan - I can confirm it is! but make sure you set the retargeting to skeletal in engine once you import anything.

Due to using the Y axis as main bone roll and UE using the X axis (if memory serves and it hasn’t changed in 6 months) it is not possible to directly apply animation to the UE mannequin from … but if you re-target everything correctly as skeletal all animations will go across perfectly, or as close as is possible.

For anyone else that comes here… this add-on does need updating, and if you intend on making serious animations with it you must tweak and neaten up some of the rig.

So yeah there are some minor issues with the current rig that is used in !

Nothing that cant be fixed if you know animation but i’m still recording a half dozen of my own compatibility fixes while i animate using these tools for a free game template :slight_smile: I will post back here once i get the to cut everything together!

If you have any re-targeting issues this is how you set the bones to skeletal - https://answers.unrealengine.com/que…out-bones.html

v=j-AvyIkG7rI

This video shows how to make the UE4Tools rig mirror animation correctly in and covers a basic setup for those twist bones!

Ya might want to skip the first couple of minutes to get to the UE4Tools fixing parts

Thought this would be a good place to put this :slight_smile: more to come soon!

Exporting character works perfectly but i am missing shape keys ( morph targets ) after i include the character in to unreal . How can i fix that problem? I wanna export the character with skeleton tree with morph targets.

Check “import morph targets” when you import

Does it work with 2.8?

Unfortunately, no. At least not by simply fooling by changing the version number variable. This thing needs to be rewritten for 2.8 due to code base overhaul in itself, but alas, I lacked knowledge of Python.

The shape keys are gone because** the addon applies all modifiers upon exporting by default**. You can modify the source code, and inside the function


bpy.ops.export_scene.fbx

set the boolean


use_mesh_modifiers=True

to


use_mesh_modifiers=False

.
Once you save the source code, reapply the addon script via User Preferences, or simply re-export your skeletal mesh if you modify the source code directly in \AppData\Roaming\ Foundation\2.79\scripts\addons.

For those hitting this thread in 2020, there is Unreal HQ work for importing Objects via Python hooks and FBX.
Currently they are focusing on objects, scaling, basic shader (Principled BSDF shader) and texturing, LOD, Rig import (Rigify), and Animation Actions.

https://forums.unrealengine.com/unreal-engine/events/1715661--to-unreal-tools-part-1-february-6-live-from-hqhttps://.com/watch?v=c3_xUMQ6hhs
Also there is some awesome work using DataSmith from:
https://github.com/0xafbf/-datasmith-export

And a single object import/export script that works well:
https://github.com/xavier150/-For-UnrealEngine-Addons