No, Maya is in CM (or mine is) unreal is in CM or “unreal units” because why follow a 30 year old industry standard and just use a proper unit of measurement? Regardless of what I do with any model, or how I set FBX exporting unreal will disobey the guidelines set in the file and it will import a very very small object. I have followed the same process in Maya, I had someone do it in 3DS Max (and watched them do it), I used the Autodesk FBX exporter application and tried to re-export the file from there. I checked the unit settings in every single program. it makes no difference. I then purged all Epic/Unreal assets from my computer including residual registry entries and temporary files, reinstalled it (after a cold boot) and attempted the process again. Same thing every time all the time.
I do the same thing betwen different asset production programs like Maya, Blender and 3DS and it works fine, the measurements match up to how they should be. It is UE4 and only UE4 that isn’t adhering to the size set out in the FBX file.
And for reasons that escape me. if I import the model and increase it’s scale to compensate, it will resize the model if it’s dragged into the scene/level as an independent object, however if I take that same mesh which should already be resized at the stage it was imported, and have the ThirdPersonCharacter blueprint/object use it as a mesh, it will be the size of an ant again, but only in that usage scenario. This in turn makes me wonder why I am being required to resize it twice let alone resize it at all when -----all----- other applications have no issue with it and indeed, do not require me to give it any measure of thought, they just do as they’re told.
So out of desperation, because ‘what the hell’ is the only thought going through my head at this point; I I just manually resize the model with the manipulator tool, which is a bad idea in both foresight and hindsight but at least the **** model looks like it’s the proper size ON the ThirdPersonCharacter finally, however if I make the character walk or move at all, they are suddenly walking on the air. I suspect this might be related to where the object manipulator is positioned on the mesh but at the end of the day I’m left wondering why I had to do any of that in the first place.
The standard was set many years ago. Unreal Units? They’re called centimeters, meters, and inches.
I must be doing something wrong but at this point I am very slowly and methodically following official tutorial series on the process and as far as I’m concerned, If I import an object and tell it to scale it at 4 times the normal size that change should be effective on the asset across every single one of it’s uses in the engine without question or exception. I mean really, why would anyone want an object to just magically be sized wrong in various parts of the program?
No doubt a solution will present itself to me through a seemingly unrelated process sooner or later but I have to say that some of the quirks in the engine, great as it is are incredibly ridiculous. Like I said before, no one should really have to use a single brain cell on this. My model is 5’4" or 163cm, the fbx file was set to follow that standard and preserve that information, unreal for some reason disregards that.
Edit: Epic, that’s now a swear in the slightest on any planet or in any culture.
I’d like to thank you guys for helping me out, regardless of this frustration I’m going to keep going with this but I really have to stress that this is an unnecessary point of frustration that should not exist. Even if the information wasn’t set in the FBX. the entire engine should be following the scale set on the mesh at import.