Blender to Unreal

I did manage to finally get Blender to work better with the import/export system to Unreal for the most part that is. There’s some huge variations between versions of blender that make editing or modifying anything a real pain though. For instance, version 4.4.0’s sculp feature actually expands the sections of the vertices without breaking a mesh or leaving cracks of unfilled space. While a version like 3.6.5 the sculpt feature cracks the mesh leaving blank spaces between any sections you inflate or enlarge in anyway. While the export add ons work wonders with unreal for version 3.6.5, but don’t for 4.4.0.

Right now the only issue I’m having is trying to remove a few parts from a mesh without it somehow breaking the bone structure heirarchy it is tied to. I’m working with gear that is already made to work for a Biped_Skeleton in unreal. I’m just trying to add variations of the gear using the mesh, but when I make a few alterations, it somehow fails to merge back to the bones properly. I’m sure if I fiddle with it enough I can figure out what it’s doing.

There’s also the fact that if you export any FBX file out of unreal with any materials attached to it into Blender 3.6.5 they will be lost entirely from the file. Whereas if you export a file from unreal the exact same way with the same settings and import it into Blender 4.4.0 all the materials are properly assigned.

There is also another issue I find to be really annoying with some files gear that have any sort of ChaosClothingSim animations tied to sections of it. either it be a coat tail, sash, handbag, or whatever you added some physics to to create a more fluid gear piece without adding physics to the entire item. A lot of these types of added features are also not save properly in fbx format. Either the mesh itself is not inline with the sculpt of the item thats animated etc. Also the animated section tends to lose it’s material thats tied to it. It definitely makes for a lot of extra work in trying to go back and edit or make changes.