Using 4.10.2 and Trying out the Blender, UE4 Pipeline. It seems the “Imported Asset → Reimport” on Animations does not work. But importing the same Animations from the FBX file overwrites them correctly.
I can reproduce it this way:
Export Mesh + Animation in Blender
Import into UE4 → Animations work prefectly
Save all Assets
Mark One or All of the Animations
Choose Remport from Context Menu
All Animations get the first Action Animation defined in Blender.
Workaround:
Import from the same FBX file
Remove Option to import mesh
Choose skeleton from previous Import
All Animations get Updated correctly
As it seems the reimport is missing some information about what Animation to use as replacement for each Animation from the FBX file.
Besides that, having lots of fun with the Engine :]
There are some workflows that let you split up your blender fbx export into several fbx files for animations, mesh and skeleton.
I am fine with the “all in one” approach right now though.
I too have wondered about this. When unreal breaks the fbx into seperate files, skeletal mesh, model and animations there isn’t a way to reimport only one of these pieces when a change is made in blender. One has to reexport entire model and reimport for the change to take place. Also sometimes extra animations that are non existent in blender appear in unreal. A set of animations of the skeletal which don’t work and a set for the model.