Hello I’ve Encountered An Issue with the Send to Unreal Plugin.
I want to use Corrective Shape Keys during an animation in blender and control them using the rotation of a bone in a skeleton using a driver.
That appears to work, but is clunky and suffers from the scaling issues that send to unreal is so helpful in fixing.
Below is the same test asset, with the manual import on the Left(with a functional driver scaled in unreal) and The send to unreal Asset on the right(convient with the correct scale but the morph target state is missing from the animation)
Ideally I would like to be able to use Assets utilizing animations using corrective shape-key drivers with the “Send To Unreal” Plugin.
Does anyone know if this is a limitation of the Plugin or if the problem if firmly seated between the chair and the keyboard?(Did I Miss a setting somewhere?)
Alright I haven’t found a way to automatically transfer the drivers into Unreal but the best solution I’ve found is to rebuild the the drivers into a “bone driven controller” In a animation blueprint and then apply it as a post Process anim blueprint(in the skeletal mesh)
This basically functions as a driver and applies to imported animations automatically. It means every driver you have in blender needs to be rebuilt in unreal - but it get the job done
hey try the normal FBX export, it works. You can have a bone that drives a shapekey and it works instantly, but not with the plugin “send to unreal”, if you had this issue I think its simply not possible to use “send to unreal” and we have to find another plugin or simply manually export objects one by one the tedious way