Importing assets from blender with origin and location data saved

I have some complex assets that I created in blender that have many moving or rotating pieces that need to rotate and move with respect to where I placed the origin within blender.

I cannot seem to find a way to export my assets so that both the origin and the location of the pieces of the asset are retained in Unreal. I’ve tried parenting my individual assets to a root object in blender to export, using the Import into Level feature in Unreal but nothing has worked.

The closest I have gotten is applying all transforms in blender and then importing into unreal, this way the locations are preserved but the origin points are not so the movement and rotation of the pieces of the asset no longer work.

I’m trying to avoid having to reassemble everything in a blueprint once it’s imported to unreal, I already have everything positioned and origin points correct in blender, I just need a way to import them into a blueprint so that it’s the same, is there any way to do this?

Hello there @Nexxus811!

Transfering assets between UE and Blender can be tricky indeed. From your description, you have followed the process as intended, the problem is most likely due the complexity of your elements.

The usual approach is reset export/import settings in both UE and Blender, and to make sure that any transforms and/or modifiers are implemented before transfer, which you already covered.

I would suggest trying the following addon for Blender, which eases the transfer process, and gives you a bit more of control over it. Please check the link below: