Community Tutorial: Import FBX Animations with embedded timecode into Unreal Engine 5

This video shows how you can get your animations with timecode into Unreal Engine. I demonstrate this using UE 5.1, taking animation data from OptiTrack Motive into UE. I show this workflow with two methods, a Maya script and a UE plugin linked below. This is useful for anyone doing performance capture and recording data from multiple systems

FBXTimecodeImporter can be found here: GitHub - Mystfit/FBXTimecodeImporter

https://dev.epicgames.com/community/learning/tutorials/DJb0/import-fbx-animations-with-embedded-timecode-into-unreal-engine-5

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The FBXTimecodeImporter plugin works in 5.1, but not in 5.2.

It crashes because of this line (line 135 in FBXTimecodeImport.cpp):

const FBoneAnimationTrack* RootBoneTrack = sequence->GetDataModel()->FindBoneTrackByIndex(RootBoneTrackIndex);

The function call
sequence->GetDataModel()->FindBoneTrackByIndex(RootBoneTrackIndex)
does not return anything, so RootBoneTrack stays NULL/undefined. And the code crashes a few lines after, when realizing this (line 142).

Same call is used in line 215 of FBXTimecodeImport.cpp.

When updating the code to check if RootBoneTrack is valid before using it in these two places the code does not crash, but of course does not do anything either :slight_smile:

So does anybody know what the correct function call is in 5.2 / 5.3?

I really hope to get this plugin to work, since I don’t have Maya, and also would like to avoid the extra steps to convert my FBX-files.