blender animation doesn't work in unreal

Hello I am very new to unreal and blender, so sorry if this is really stupid.
I have made a bow in blender and i have created a bow pulling animation which works fine in blender. however when i export it to FBX and import it into unreal the animation changes and is distorted.
I have been looking online and i have seen stuff like change up to z axis and forward to x axis. and remove leaf bones. however when i import the animation it does this weird distortion and i am not sure why for the animation blue print

I have tried importing them seperately(skeleton mesh and animation) and changing the scales but it doesn’t seem to work.
Also when i import it in the angle always seem to wrong compared to blender

Therefore i tried chhange the forward and up direction but nothing works please help.
This is settings i use for exporting to FBS in blender

I don’t really change any setting in unreal as i have scaled it up in blender. please provide any help possible and thank you in advance

Hello there @ktech22! No worries, we all started new :+1:

For this scenario, please test reverting Unreal import options to default, then perform the re-import with “Preserve local transforms” checked. Additionally, from Blender, check your export options, and set “Simplify” to 0 (found in the Animation category). These changes should result in a clean import from Blender to Unreal.

Cant guarantee it works, but try my plugin.
Install the exporter (ue4curves) too.
Then click the button to export the mesh with smooth faces after selecting both the armor and the mesh (shift click to select).
In the export options select selected objects.

I am really sorry but there doesn’t seem to be a preserve local transform box when i’m importing

Thank you for your help but this didn’t work for me I have done some investigation it seems the bones are rotated by 90 degrees

The representation in engine doesn’t mean anything.
What is it?
actually whatever it is -
In blender it should be facing the negative y.

The chains probably all need to be attached if it’s a snake like thing. In essence, the bone rotation is on one axis only if the bon chains are sequential.

Thank you for this. I have found a slightly janky solution where in the skeleton mesh of unreal i have rotated by bones by 90 and scaled them uniformly up to 20 (trial and error, no logic behind 20) and it seems to work

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