Import skinned meshes as separate models?

Tried a few reimports and I notice it’s complaining about my meshes having no valid LODs for rendering.

I’ve already tried importing with the “Import LODs” tick box both on and off. Surely if it’s ticked on, it would assume the the only mesh in each separate file as LOD0? Or do I need to do something manually to specify a LOD mesh in gltf?

Select the skeleton and right click and then “select hierarchy”. Make sure skeleton and all desired meshes are selected. Export as gltf and go to the section “Include” and check “Selected Objects”.
All objects must be highligted:

Yep, that’s exactly what I did initially. The glb file it output is just over 1gb in size so it’s definitely populated. I’ll try exporting again just to be safe.

How many meshes are you exporting? Can you see the meshes now?

No sorry, I meant my original glb file is over 1gb. Re-exported and it’s the same. There are 9 meshes in the file, fairly small meshes but each with 15-30 morph targets.

Re-exported from blender and still the same on import in UE. Not sure what else to do, works fine as a single fbx, is there no way to just have UE keep them separate on import via an FBX import?

Got it, to setup LOD you have to follow the naming convention for the meshes inside Blender.
Just to clarify? do you want separated meshes for modular character or combined LOD meshes? What exactly are you trying to import?

Looking at the skeletal meshes that UE creates on import, the names match the mesh names in blender so I guess the LODs should be working then?

Yeah, I’m importing character outfits in single files which I want to handle as separate skeletal meshes in UE for a modular clothing system. The outfit is comprised of separate skinned mesh parts in blender.

Ok, but what is the issue you’re having now with the gltf import?

Btw to import meshes as combined LOD, the metahuman face follows this naming convention below. You likely have to repeat for every body part.
image

Same issue, once imported, there is no geometry on any of the skeletal meshes. I’ll try appending “_LOD0” to all of my meshes in blender

Appending “_LOD0” onto the individual meshes in blender didn’t make any difference sadly

Regarding Blender gltf export, do you have this unchecked? Needs to be unchecked if you want to export morph targets.
image

Yep, I have “Apply Modifiers” unchecked by default.

Going to try exporting a single mesh from blender as .glb and import that into UE. If that fails the same way then could I send that file over to you to have a look at?

Edit, yep single mesh also failed. Imported into UE and there is no visible geometry.

If nothing else works, perhaps you want to try the official blender addon from Epic Games:

EpicGamesExt/BlenderTools: Blender addons that improve the game development workflow between Blender and Unreal. (github.com)

I imported the Metahuman head with LODs and morph targets and didn’t work (ue5.4). This is all I got:

Let me try with 5.3:

Yeah, 5.3 has issues: Same gltf file, zero geometry:
image

Potentially an issue with morph target data and gltf? This is really my first time working with gltf so I don’t know anything about it as a format. I got tons of these (“LogSkeletalMesh: Warning: Skeletal mesh Bandage_ArmR_Single has no valid LODs for rendering.”) warnings in the output log. Multiple even for the single mesh import attempt

Hard to say, more than likely a bug. See my results in my previous reply. No geometry in 5.3.
What engine version are you using now?

Ah that’s a pain. I’m using 5.3 at the moment.

This is unfortunate and concerning. Also, we might be missing a key setting, very likely.
The only alternative is to test “Send to UE” (official Blender Addon)

Indeed. Thanks for your help with this. I’ll try out that blender addon. Hopefully it can mitigate some of the damage to this workflow.