I’ve been working on my game to close to a year now and I’ve hit a snag with importing models for characters. I made an edit of the default Mannequin and used the official ‘Send to Unreal’ plugin with the settings set to use the existing skeleton at
The result in UE4 is exactly what I expected- a skeletal mesh with all the bones in the right places. Everything works fine including the model’s scale- until I set it as the skeletal mesh for an actor and the animations are active. When I do this the model is 100x bigger than it’s supposed to be, but if I clear out the “Anim Class” so the animations don’t play, then the scale is normal. I’m still using the default third person character animations currently.
I also tried this without editing the mesh to make sure it wasn’t something I did:
- Export the Mannequin mesh from UE4
- Import the Mannequin FBX to Blender
- Put the armature and mesh in the correct collections
- Use ‘Send to Unreal’ with the same settings as the above picture.
- Set any Skeletal Mesh Component’s Skeletal Mesh to the new mesh and enable the animation blueprint.
Worth noting is that the imported model in Blender is parented to an empty at 1/100 scale. If I apply ‘All transforms’ then this all works with no problems… except the thumbnail generated in the asset browser is 100 times smaller than it should be and effectively invisible. Not the worst outcome but it’s not ideal.
There must be some settings I’m missing to get this to working but I can’t find anything that looks like it would be the solution.
Blender version is 2.83
Send2UE version is 1.8.4