how to import camera animation and character animation from blender to uefn

How do I import both camera animation and character animation from Blender into UEFN? I already know how to import the camera and character animations separately, but the camera isn’t attached to the character. Is it possible to import them together so that the character stays in the correct position relative to the camera?

You don’t need to attach the camera to the character during FBX import. For this workflow, I’d keep the two animations separate and combine them in UEFN’s Sequencer.

Import the character FBX with its animation, then import/create the camera animation separately. In the Level Sequence, add the animated character and the Cine Camera as separate spawnables/actors. Put the character animation on the character’s animation track and the imported camera transform on the camera’s Transform track, making sure both start on the same frame/timecode.

If the camera is supposed to follow the character rather than simply share the same timing, use a parent/attachment relationship in the Unreal sequence rather than baking the camera into the character skeleton. This lets the character keep its skeletal animation while the camera maintains its relative offset.

Also check the root transform exported from Blender. If the character has root-motion translation while the camera was animated against Blender’s world space, the two can appear offset even though their frame ranges match. In that case, make sure both exports use the same origin, scale, frame rate, and start frame.

UEFN’s intended cinematic workflow is to bring the skeletal animation into Sequencer and control the camera through the Level Sequence, so you can adjust the camera without re-exporting the character animation.