Export Rigged Model From Blender To UE4

Thank you, but I just found that in skeletal mesh not apply UCX, need to use physics assets.

I have another question, what am I doing wrong ?
After importing the legs of a mech and run the simulation in physics assets, leg breaks down and twitches

my blender
https://dl.dropboxusercontent.com/u/59069601/mech_leg.blend

You most likely have physics simulation set to enabled. Which will drop them like it’s hot.

This happens if I set the scale greater than 1 when exporting from blender, I do not know why

Scale on the Export Settings dialog, or scale on the N side menu?

When you export from Blender, all your Location/Rotation/Scales need to be applied…so the N menu scale should read 1.0 for all 3. What sucks is if you’ve already animated and didn’t have your Scale set right, when you apply it, it will break all your keyframes. They can be manually fixed, but it’s difficult to do. Always make sure your scale is applied before animating.

If it’s your export setting that’s great than 1.0, I am not sure, as I use .01 for Scene Units and 1.0 for Blender export. I could not get export/import workflow to properly work outside of those settings.

Exporting/Importing is VERY finicky when it comes to scale. Even when the object would come into UE4 at the right size, it would be floating in the air or have enormous physics assets when I didn’t use the .01/1.0 setup.

Figuring out all the nuances of the workflow is annoying, I know because I’ve been going through it. Stick with it though and you’ll get it all figured out. Also, if you’re exporting with the FBX Binary setting…I had a lot of troubles with that. Try the FBX ASCII option instead and see if you have better luck.

When i group all my meshes together, my eyes can no longer be rotated. they will still move with the mesh but i cant make it look in different directions. Am i suppose to keep the eyes and body as 2 separate meshes?

Would someone mind explaining this in Autodesk 3dsMax?