blenderToUnreal

Im not currently using the addon at all, I was just wondering why this odd mismatch occurs, if its something I’m not doing quite right , or what .

Im not that worried about exporting a 'new 'mesh as the unreal doc page says to use ‘100’ for fbx settings on export, is that still valid or old information ?

The problem I have which is really nasty ( not tested with any other modeler atm) is that I export mesh from ue4, import into blender , alter mesh and then rexport as same fbx over location in unreal folder , and of course then just right click mesh In content browser windows and done. BUt its rarely right, althought it def. was for a time.

So you’re saying 2.73 has fixed issue, so is you addon still needed ?

I want to be clear on this but honeslty I*'ve lost too much time already with messd up scale, location and rotation, but thank god last night I was able to luckily work around it with some manual work , but that’s not ideal and slow as you can imagine :wink:

Thanks for taking time to fix these things :wink:

I"ll try 2.73 on a test and see if that fixes things and go from there.

Btw I’m really not sure I ‘m ready to risk my project work with a non release blender, as it does say on downpage page, ’ use at your own risk’ . That bothers me , but I guess I could try it out on test meshs yes.

One last thing and purely blender atm, why when I create a default simple cube from spacebar menu, is the cube buried half in grid and half out ? Isn’t it suppose to be exactly at 000 ?

cheers
nl