Import skinned meshes as separate models?

No problem, let me check with 5.1 and 5.2 and let you know.

5.2 failed

5.1 crashed

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There is certainly something going awry there. I take it works fine without morph targets? Just curious

Nothing seems to work. morphs, LOD, combine, etc for a metahuman head with LODs and morph targets.
Except simple modular body meshes as shown before.
Let’s track it and see if it will be fixed with 5.5.

Let me know if Send to UE works for you.

Will do. I’ll post an update here once I’ve tried it out.

Tried the send2eu addon but it doesn’t seem to work. After installing it in blender, I tried selecting my skeleton + mesh and then used the ā€œPipeline>Export>Push Assetsā€ option which fails with an error ā€œCould not find open Unreal instanceā€. I tried restarting both blender and UE but no dice sadly.

The installation requires a few steps, for instance, the meshes need to be moved to a Export Collection. Have you found the documentation yet? Also, there’s a YT series available.
Send to Unreal (epicgamesext.github.io)

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Thanks. I followed the setup guide and it instructs you to create a new blender file, drag the cube into the ā€œExportā€ collection and then try the send to UE option to test that everything is working after setup. I did this and got the following in UE:

Woops, wrong image.
ss+(2024-08-27+at+07.04.56)

I’m not able to debug this further at the moment due to time constraints but I also suspect that this addon won’t really benefit an optimal work flow anyway after checking out the docs. As I suspect that the ā€œsend to UEā€ function of the asset under the Export collection will function the same as importing an FBX into UE, in other words merging all the meshes.

So the unnecessary work of manually exporting individual FBXs for each individual article of clothing would instead be shifted to un-parenting and re-parenting each mesh on the armature (skeleton) individually and placing them in that collection to ā€œsend to ueā€.

It would save a tiny bit of time over the aforementioned method but it’s still too clunky of a work flow to adopt in any reasonable manner. Is there somewhere to track the gltf issue and it’s progress/possible resolution?

That’s concerning.
Please check the Unreal Engine’s discord (ā€œUnreal Sourceā€), you might find help or directions about issue tracker.
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