I created a lever animation in Blender consisting of two parts (the base and the lever).
When I import it into Unreal 5.6, there is only one skeleton—which is exactly what I want—but in Unreal 5.7, it splits the skeleton into two: the base and the lever.
Is it possible to combine the two into one? There is a “combine” option, but it applies to static meshes.
Thanks.
Hi @herve1234 , I’m sorry to hear that you are having problems with this, let see what we can do about it to get you moving forward with your project . Could you please provide the following information, so that I may have a better understanding of your set up.
Could you please share your export settings and import settings (a screen shot will suffice).
Could you please share your bone hierarchy (a screen shot will suffice).
If you have any further information that you believe is worth mentioning please feel free to add it.
Do the armatures share the same root bone or are they separate?
if they are separate could you please create a “root bone”-> Parent your base bone the “root bone” → parent the lever bone to the base bone (essentially the key point is that everything descends from the “root bone”) → try re-importing and see what happens
I hope this helps, looking forward to hear back from you to see if that had a positive effect or if we need to make further changes .
When you say it splits the skeleton, do you mean is it creating 2 distinct skeleton assets in UE? Or just one skeletom but 2 skeletal meshes?
And does your blender scene have 2 armature objects? If there’s only one armature, you could precombine the meshes in blender by selecting both and hitting join in the object menu (or hit ctrl J) and export again so ue doesn’t get confused.
Thanks a lot for your messages.
Yes, there is indeed a single skeleton and two skeletal meshes. If I join them together, the base will rotate as well.
In any case, I took a different approach using a timeline in UE.