Hello!
I’m using Blender maybe 2 years. I worked with static meshes and there were no problems with importing in Unreal. But i maded a model using defualt Unreal Engine maniquin skeleton. When I try to rotate bone in engine, bone rotates bad. I tryed to make a physics asset and i got a bad deformation. All bones were stretched.
Is there any solution for that thing?
If you export a skeletal mesh from Blender for UE4 then make sure that your scaling is applied (in the N tab everything should be 1.0) before you export. And even make sure that your weights are normalized (no missing weight) as Blender tends to ignore that weight or put it to the nearest bone… but UE4 puts it to the root which quickly creates monsters at animations if those vertices would be pulled downwards to 0,0,0. Regarding the phsyics asset and deformation … make sure that you set up proper limits for all your bone connections. If you don’d use limits then it’s like a balloonin a hurricane.
Regarding those image service. You should be able to upload images directly from your PC to this forum at that little insert button.
The rotation issues from blender are (likely) due to scaling. In addition to what Neutronux stated, you also want to make sure that your scene scale in blender is correct and that the asset import uniform scale/scale is 1.0 in unreal.
I will try. I think there is function in UNREALENGINETOOLS, I will try to export default maniquin with scale. I think that is not trouble with scale: my model has normal dimensions in engine. But I will try.
Do not DO NOT use default mannequin skeleton. It’s better to use Rigify addon (or make your own skeleton: origin at the middle of coordinates). Parent mesh to skeleton and in the skeleton properties push GENERATE BONES, bottom of the list. It’s simple to use and there is no artifacts. All bones in default mannequin skeleton are disconected, that’s why there is a errors with local Y.