# Exporting FBX from blender and simple animation issues

**URL:** <https://forums.unrealengine.com/t/exporting-fbx-from-blender-and-simple-animation-issues/2509921>\
**Category:** Character & Animation\
**Tags:** fbx-export, unreal-engine\
**Created:** [May 14, 2025, 2:13pm UTC](https://forums.unrealengine.com/t/exporting-fbx-from-blender-and-simple-animation-issues/2509921 "2025-05-14T14:13:00Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [May 16, 2025, 11:24am UTC](https://forums.unrealengine.com/t/exporting-fbx-from-blender-and-simple-animation-issues/2509921/6 "2025-05-16T11:24:11Z")

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Interesting, this works for me with a skeletal mesh based animation:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/e/8/fe84df630f32845d1b7949a6f1c1d0548738c0c3.png)

My animations are stored as actions on the skeleton, just like I do here:

> [Animation action names when importing FBX](https://forums.unrealengine.com/t/animation-action-names-when-importing-fbx/2464637)

That thread also shows how to deal with animation names when exporting and importing, with the new Interchange setup

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