strong textHello there,
I´ve got a few questions regarding FBX animation import in Unreal. I have not had any luck without baking the animation. The link constraints are lost. Also I don´t know yet how to link the pysics assets in a manner the shadow renders correctly, without everything falling apart. I did not assign any properties to the objects in Max, as I would need a collision check only for now. Even that´s optional. I thought of defining a trigger that plays an animation (that FBX animation) as soon as the player is within vicinity.
Also at some point the realtime rendering of the FBX get´s faulty and only a reboot changes that. For now I deleted the Physics assets to stop duplicates of the objects to fall apart. Am I supposed to define them as non- distructible? I got as far as weight, emitters and gravity in Max and in Unity I managed to handle physics well enough to look for the Unreal way to cook this up.
When it´s all loaded up anew it plays as it ought to, but I don´t think baking is the desired state. Datasmith does import everything quite fine, but the animation simply won´t appear in the browser. Do I need to set this up in a blueprint?
Attached you find a FBX file of how it is when it works according to what it is intended to. Unreal is very picky, but it makes a difference I would want to make when it comes to understanding. Any help is greatly appreciated.
Edit: I assigned the physics assets to the animations and it works fine now, any hints on how to deploy?
Kind regards
Daniel
Roboter Sample.fbx (13.9 MB)