How can I fix the forward vector of a mesh?

I am using an Unreal asset from the marketplace (Wizard for Battle Free). When I imported it to my project, the forward vector is to the left (and a little back). How can I fix this?

Things I have tried:

Take the TPose to Blender and rotating the Wizard Z: 90.
Not rotating and on Export Changed the forward for Z Negative to Y Negative.
Reimporting the FBX to UE and rotating it on import.

The forward vector does not change or the it does change and the mesh is all messed up. How can I get it to get it aligned?

I am a technical designer who doesnt really work with meshes or any kind of software like that. I have been practicing blender but Im not any kind of good at it.

I can deliver any kind of screenshots to help my cause. Here is a screenshot of the forward vector:

Hey @mtgentry

do you want to use the wizard as a / your character?

You can’t use the implemented WizardSM_BP as it is. Craete a new blueprint of type character and then add the wizard to this blueprint.

I have made my own BP_Wizard and set him aligned with the arrow. The outcome is the same.

Here is BP_Wizard:

Here is another look:

and lastly, the code:

Sorry, apparently as a new user, I cannot add multiple images in a single post so I had to split it up.

The forward vector always comes off to the left and a little back.

I did make a new BP. I did not use the one they provided. It was not of a Pawn class so it did not have a movement component. I had to make a new BP and set it up there. And yes, the Wizard is meant to be the main character (controlled pawn).

Again, I can provide anything further that may help fix the issue.

I feel like it has to do with how it was exported from Maya. The creator said he does use Maya but when I look at blender, albeit I dont knw it well, you can see on the export that it is has the forward set to Z Negative. I have tried changing this value to match what is shown in blender (Y Negative) but it didnt have much of a positive effect. Although u cant see blender, I am facing the font of the character. So, I am looking forward at them meaning Y Positive is behind them. Y Negative is in front.

Hey @mtgentry

Just use the GetActorForwardVector after you create your new blueprint of type character:

Don’t use the ForwardVector of the mesh. Does that work for you?

I did not know this node existed. Thank you so much! That worked!

All the work I tried, and this one node fixed it all lol

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