Hello, I’m having a warning when importing skeletal meshes from Blender 2.81 to Unreal 4.24.1. It says the bone size is too small to create a physics asset.
I followed this tutorial here. The workflow is as follows:
- Create a new project in Blender 2.81. Units are metric and set to 1 (default). Frame rate set to 30.
- Create a mesh, apply all rotations and scale.
- Create an armature, apply all rotations and scale.
- Rename the armature as “root”.
- Parent the mesh to the armature and make some animations.
- Select the mesh and the armature.
- Export FBX using “Selected Objects”, Face smoothing, Don’t Add Leaf Bones, Only Deform Bones.
- Import the FBX to Unreal.
After importing, the root bone has a scale of (100, 100, 100), the first child of the root bone has rotation (90, 0, 0) and the rest of the bones are correctly rotated (0, 0, 0) and scaled (1, 1, 1).
It says in the tutorial and in many other places that we no longer need to set unit scale to 0.01 inside Blender for it to work with UE4. But when I follow the workflow described in the tutorial I get the warning. What is the correct way to do this?