I’m creating a custom animation in Blender and want to use it in UEFN inside a Sequencer. The goal is: when a player interacts with another player, a cinematic animation plays via the Sequencer — using the actual skin of the player who triggered the animation, not a fixed mesh or generic mannequin.
I have a few questions:
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What’s the correct workflow to export an animation from Blender to UEFN so it works properly with player characters?
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Is it possible to use the Player Reference or something similar inside a Sequencer, so the animation plays with the triggering player’s skin?
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Is there a specific 3D model or skeleton I should use in Blender to ensure compatibility with Fortnite skins? Or can I animate using any rig?
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Are there any limitations when doing this in UEFN compared to using full Unreal Engine 5?
Any guidance, examples, or best practices would be greatly appreciated. Thanks!