FYI, the Interchange FBX importer has a couple deal-breaking issues for me:
- If I import an animation FBX containing morph target animation, it will split it into 2 sequence files. This should be a toggle-able option, and it should not do this by default.
- When importing an FBX with a skeletal mesh and at least 1 animation, the skeletal mesh’s bind pose will become the first frame of the animation.
And since I’ve got someone’s ear, there are existing issues:
- In UE 5.4, the FBX importer appeared to fix unit-conversion issues (bones now appear the correct scale), but local bone transforms are still wrong. This means that Blender FBX exports (including those from Epic’s official addon) will import with incorrect local bone transforms. This causes Physics Assets to not generate correctly, and any Anim Graph logic working with local transforms will not compute correctly. More info here
- Morph Target normals are calculated incorrectly, as in the math is subtly wrong. I filed a bug about this forever ago but it didn’t get noticed. More info here
- The FBX importer needs an option to toggle whether morph targets modify a model’s normals or not. This is something Unity supports, and is a key feature for NPR (non photo real) assets.
I hope the FBX importer will get more love soon. Fixing these issues will make it much easier to work with Unreal.