Correct Export Settings for Baked Mesh Animation to UE5

Hi all! I am currently designing a scene in which a bunch of meshes are moving around via keyframed transform/rotation positions. There are no bones in this scene, just baked animation.

Is there any way to export these animated meshes to Unreal Engine 5 without having to use a skeletal mesh/armature/bones in Blender?

Thanks in advance!

Should be possible with an Alembic file. These are often used for non skeletal animations.
Another option is to encode the animations into an image, which is known as vertex animation texture(s). This too is commonly used for animating objects that are non skeletal. The material shader uses the World Position Offset to animate the object cheaply on the GPU by decoding the image, which stores animation data such as transforms as RGB values.

What are the import settings I should use?

Every project is different but look into geometry caches to get started.

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