I exported a skeletal mesh from UE5 as fbx file and then imported that file in Blender to change it a little. After I was done I tried to import it back in UE5, but I get an error that the skeletal was changed, even tho I didn’t touched it. I tried to export the skeletal mesh again, imported it in Blender, and I didn’t changed anything to it, and only exported it, but same problem, it is saying that the skeletal was changed and it is asking me this:
Do I need to do something in Blender (maybe change a setting) when exporting it? Or what else do I need to do?
//Edit:
I downloaded Maya to try there, and I get the same error even when I simply import/export without changing anything.
I tried with it selected and not, yet still the same. That is why I tried Maya too but even with that, which seems to create a better structure for the files, I’m getting the error.
If I’m saying no, and then go into the skeletal mesh, then the bones are the same as the exported one. No different name or number of bones.
I just tried with UE4 Mannequin. Exported the male, imported it in Blender. Then I selected pose, root, and lod0, export Selected objects with Add leaf bones deselected, and same error when trying to import in UE.
The empty (parent of the armature) must not be there.
Blender => File => Import => FBX, select the character and import. Then, in the SceneCollection panel, select the Empty which is the parent of your character. Delete it. Scale the character to 0.01, apply. Check that the armature is called “root”. Export. Import in Unreal.
If that is all it takes, then something still isn’t right on my end, same error. If you want, have the time and can post a video with exporting the mannequin, importing in blender, exporting from there, and importing back in UE it would be awesome.
Hi there,
Can you import the skeletal mesh in a separate folder, leaving skeleton blank to see what is being changed? Are you adding or removing bones? Or making changes only in the mesh itself?
Here is an example. Use “selected objects” and select only Armature and Mesh.
I think selecting only Armature and Mesh in Blender got me past the error with bones, but now I have another problem. The material slots got messed up. The mesh had 15 slots in UE, and after importing it back from Blender (without changing anything as a test just export/import/export/import) it now has 12. I see at least 2 slots which should have been separate, but now are in one and so the textures are wrong.
This may happen because Blender merges all materials slots that uses the same material name. To counter that, get the material that is repeated in UE and create materials instances of it, for instance, rename as MI_Armor_01, MI_Armor_02, etc. The materials will be identical, but that will trick Blender.
Or, if you merged meshes, that also can be a problem.
Sorry for the late replay, something intervene and I wasn’t able to continue my project, but now I’m back.
What you said worked and the materials are good, but I have a different problem, some parts of the character are missing in LoD 0 and 1, while in 2, 3,4 are good, when importing in Blender.
It’s those 2 pieces of clothing in the front, and also there is a piece in the back missing also.
This test was done on Paragon Greystone Novaborn. Paragons are more complex and good place to learn some things. When it comes to the slot names, they have m01_XXX … m015_XXX, and I did what you said about using different instance when 2 or more slots use the same material.
//Edit: I’ll start a different question as it is different from what the name of this one is. Here is the link.