Problem
Exporting a Level Sequence that contains a MetaHuman character driven by a MetaHuman Performance to FBX results in a deformed mesh when importing into Blender 4.5.1. Plays correctly in Unreal; distortion only appears in Blender.
Versions
- Unreal Engine: 5.6
- Blender: 4.5.1
How I export
- Using Sequencer via Blueprint node flow (link to the node setup): UE5 Working Export Level Sequence FBX posted by anonymous | blueprintUE | PasteBin For Unreal Engine
- Export target: FBX (skeletal + animation)
Observed
- Mesh looks distorted in Blender (face/body don’t align with animation; vertices appear offset).
- Skeleton hierarchy seems intact, but deformation is wrong.
*Deformation is noticiable in the face animation of the character talking
Expected
- MetaHuman imports with correct proportions and animation matching Unreal playback.
Tried
- Different FBX options (ASCII/Binary, resample at 30/60 fps ).
- With/without “Add Leaf Bones,” custom normals, bake transforms, unit scale tweaks.
- Reimporting with/without NLA strip, automatic bone orientation in Blender.
Questions
- Is there a known issue exporting MetaHuman + MetaHuman Performance to FBX for Blender 4.5.1 from UE 5.6?
- Any required FBX export settings for MetaHuman that differ from standard skeletal exports?
- Is the recommended path Animation Sequence export (vs Level Sequence) for Blender?
- Should I use an alternative format (USD, Alembic) for better fidelity with MetaHuman facial rigs?
Extras
- I can share a minimal FBX sample and screenshots if needed.
- If there’s a specific bone orientation/unit/pose preset for Blender, please point me to it.
Thanks!