frustrating experience importing animations / rig to unreal from blender

I am trying to import my rig, it has 1 root bone, renamed armature to something else.

In unreal the imported mesh and skeleton is tiny when i set the scale in blender to 0.01 and export it. Its annoying since that seems to be the fix.

If i export it with default settings (meters, scale1) it looks correct to scale but the issue is when generating a physics asset, it comes out like this:


spine bones are rotated, and i dont know why, it looks horrible, the scaling when set to 0.01 is wrong in unreal.

blender rig for reference.

Now the biggest issue is, I manually tried adding sphere capsules myself to the physics asset, but when clicking simulate, it does this: https://i.gyazo.com/2becf6f80288da046801787f7f9155e9.mp4

i tried making contraints but it doesnt help, the ssimulation looks like a stretched mess and the new bones fall like a brick and cylinder to the ground. The general importing to unreal and its quirks is slowing down my productivity.

What exactly am I doing wrong, I tried applying solutions but it seems most of the solutions dont work or I feel like I still did something wrong despite looking good in unreal. If i drag it to world, thr size is correct. If i set the unit scale to 0.01m its tiny inside unreal.

edit: the screenshot in blender shows scales not applied, but my scale on my rig and mesh are applied and are 1,1,1 in blender. FYI :slight_smile:

Blender needs a plugin to handle it. You can use any Blender plugin or use the GLB format, which is better supported by Unreal Engine.

what plugin? Seems like many people do it with a plugin, just dont know where I am wrong. I must say importing anims to ue is a pain tho.

It is. But that’s the engine for you.

There is no root bone in blender - you have to remove it and be OK with the fact that the armature itself acts as a root bone when you import.

Or else you need something like my plugin or some other blender plugin.

Also, you want to disable the new importer thing that they added to the engine that doesn’t work and go back to the legacy one. Where things actually do work.

i sort of did a hacky fix which still feels bad but now the bones stretch when falling from a distance. Does anyone know how to fix that behaviour?

Hello, what is your UE version and are you using FBX?

Are you able to share a sample file in DM so I share with the team?

my project is still 4.27.2

I have sent you the model in the dms.

That’s normal. You need to set up the bone constraints in PHAT to not do that by making the overall values of a variable I can’t recall the name of higher.
Check out the general PHAT properties / look up other forum posts related to that.

Also Chaos made it worse. so if you can, build your engine from source with PhysX - then you actually have a chance at publishing something worthwhile since you are on 4.27. :slight_smile:

heres my attempt again, i made the capsules myself. Looking at some resources and videos, i figured the red cone is the area my arm / elbow can rotate to. I use alt to rotate and sometimes just rotate for small adjustments. The gizmos make sense, it should only rotate like the angle in red but when i simulate, its a ***** mess. This is so ■■■■ frustrating man im not trying to do anything complex, just the entire workflow in unreal is like a clusterf…

sorry again but the entire process is such a stupid productivity killer. How is this even friendly to use: https://i.gyazo.com/f9f4ec6ba2eac40994ebde5b222fb04f.mp4

deleted the bodys, added bodies again, added constraints. Result, simulating unreal engine decided to break and rip my monkeys arm because its cool i guess?: https://i.gyazo.com/f60314028cbd7c0e2a15e7198713af8e.mp4

this is slowing me down so bad, but hey at least we got our next bodycam slop!!!