Blender's Custom Properties not seen as Anim Curves

Epic’s documentation describes how to export custom attributes in Maya to be seen as Anim Curves in UE5. I’m trying to accomplish the same thing but with Blender’s custom properties.

I’ve exported my rig as a GLB to include Custom Properties. The skeletal mesh (and anim sequences) import successfully in UE5, but I’m not seeing the curve track appear in the way the documentation describes. I’ve tried manually creating curves/meta data tracks that match the name of the custom property but that doesn’t appear to pick up any values.

What am I missing here?

Possibly my plugin

Its locked to a modified version of the fbx exporter that works, with the added curve export.

I should mention I’m using Blender 4.1

Funny you should say that. I am too - just updated the plugin.
Should work, but I did not test anything specific aside from the file I was working on.

You’d likely be better off overall downloading an older blender release to be honest, but you should be able to export just fine.

And if you can I would suggest disabling the automated updates that go with the app version installed by windows.
It would probably make whatever you are working on be accessible Long Term - even if you have only a limited amount of plugins.

Thanks, I will investigate your plugin.

This sort of implies exporting custom properties to Unreal is not supported by stock Blender. Can anyone confirm this is true?

Unless they integrated off my work, it isnt.

The fbx exporter does not parse custom curves or properties added onto the armature (root bone in ue4).

importer is broken due to the normal changes in blender 4.1.

i can confirm that the fbx exports out of blender with the custom data but can’t seem to get them to show up in unreal as a curve.
Is there a specific import method we need to use?

Not that I’m aware of.

It used to export and re-import just fine.

They are likely not exposed to the UI, but i think the Plugin contains the function to call up the old import system.

You would need to sort out what function of it to call to generate the import panel.
Or maybe its even exposed to the file menu as Ue4Curves - its been years, I can’t recall.

Anyway, point being, you can probably used the locked in time version of the import which used to work…