In UE 5.2 and 5.5 (using the new FBX importer) I run into the following issue:
- I create a model, skeletal mesh and some animations for that skeleton in Blender 4.3. All animation actions are shown below.
- I export all to a single FBX file. In Unreal Engine, I import the FBX file, creating skeleton, animations etc.
- I find that the created animation sequence assets have names mismatching the action names in Blender. There is no way to customize this on the importer?
As you can see long names are generated which lack proper formatting (short name, styleguide type prefix), and require to be renamed manually. The latter would take tons of time for a complex assets (or require a plugin to do it) and would break future reimports as there would be a mismatch in animation names.
So how does one preserve the action name exactly as written in blender? So that if I create a collection of animations in one FBX with say an action called “AS_Human_Jump”, Unreal would create an animation sequence asset with exactly that name?
My intention is to:
- create single FBX with skeleton + tons of animations.
- Import FBX file and generate all animations with correct names.
- Ensure that no further manual work is required (no 1 animation per FBX or manual renaming etc.)
- Ensure that reimports are possible with just a click (to update animations, add new animations)