Blender vs

It’s all because of model was created in blender, isn’t it? (Origins of constraints are somehow set to 0 position)

Importing models and animation from external tools like Blender or Maya is not always easy. Make no mistake, these tools are awesome, but there many settings that are different and you need to configure these settings for a successful import. This is not a simplistic problem, there is even a book on Blender to UE4 (which I am yet to read).

I have had problems importing into UE4 from Maya and from Blender. Me being lazy, I imported the 3d models into UE4 and did the animations in UE4. I just had to make sure some basic settings like axes and so on are setup accordingly for the export. This was sufficient for me.

I didn’t want to spend the time to read up and become an expert, I just wanted to get a product out the door.

Thanks

Yes, but what EXACTLY I need to configurate, to avoid this? I’ve tried importing just a stick with 3 bones a moment ago. Same problem here, for some reason bones are just randomly twitching and swinging. What is wrong with theese bones? What CAN be wrong?

Behaviour of bones is so strange, they are “trying” to snap to root component, despite being constrained with other bones.

They are not even linked properly. While constraint appears to be between bodies - it’s origin is displaced. Why?

Have you looked into this: Blender 2.73a and 2.74 working export to UE4 settings for various types - World Creation - Epic Developer Community Forums

Also, try importing the model separately without any animation. See if you are able to import the model properly. You can animate the model in UE4.

There is no animations.

At frame 0 make sure the model/bones are facing x forward z up and press left control and a and then apply rotation. Your transform rotation must be set to 0,0,0 or you will have problems as UE4 sets what ever rotation you have to 0,0,0.

Also, it seems like this is outdated tutorial, because the bug with messed up spaces was fixed, as I know.

And I consider that it’s problem of bones constraints, as I’ve wrote above. Their origins are different with points of bodies “Connection”.

Already tried applying. Just now tried to change facing direction:

No result.

It’s really just me having theese types of problems?

OK, what I basically have learned from the lesson that physics bodies gave me - Blender and Unreal Engine just can’t be used together. Question can be closed.

Have you asked this question in blender stack exchange forum?

I use Blender and UE4 together all the time.

I’ve only just switched from Maya to Blender a year ago, but we started using Blender and UE4 just 2 months ago for our projects. It took us a whole month to figure out the pipeline from Blender to UE4. In other words. you rigs and meshes should be very very clean and simple for it to work properly in UE4.

Maybe if you can share your blender rig set up, I could help troubleshoot.

HaHa. Best answer ever Likot.