Exporting from Unreal to Blender via FBX, possible bug?

Hi all,

In summary, when importing the FBX into Blender;

  1. all objects, except the camera, assumes a linear interpolation between 2 keyframes. 2 keyframes is correct in my test case so is NOT the issue. The linear interpolation is an error because it should be auto/cubic.

  2. the imported camera is fine. The interpolation is correct BUT there are keyframes for every frame (which is fine but inconsistent with other objects).

Is this a bug? Why is the camera treated differently i.e. has correct interpolation and every keyframe has a key (instead of just 2).

Note, I tested the FBX export by importing into 3DS MAX. It works as expected. This means Blender may be reading the export incorrectly, or Unreal is not communicating correctly?

Any ideas anyone?

p.s. a possible workaround is to bake the animation of the other objects before exporting. This does resolve the issue but it opens up lots of other problems.

It is a known issue with Blender that it assumes a linear interpolation between two keyframe. This seems to be poor.

However, it’s interesting that Unreal “knows” to export just the camera with “baked” animation (i.e. keyframe every frame) but not apply the same principle to all other objects. So now my question is, is there a way to “force” Unreal to export all objects with the “bake every frame” principle?