None Uniform Scaling issues Blender -> Unreal

Hey there,

I am trying use none uniform scaling for gameplay character animations (squash and stretch). Because of the Bone hierarchy the children inherit the Scaling of their Parent in Unreal Engine. In Blender everything is fine and the children do not scale like the parent bones.

I used a workaround before where all of my deformation bones are parented to the root bone. Animation wise this worked fine. But there were issues with blending from one Animation to another because of the missing hierarchy. This Broke the mesh because the bones just flew in a straight line to their next position and didn’t follow the other bones.

I also used different rigging techniques where there is no none uniform scaling involved, but the feeling is not the same without the volume preservation.

Is there a way to fix none uniform scaling in unreal engine? I have searched for a long time now and found nothing to fix this. If you have a tutorial or a reddit post or like anything at all I would be super grateful

Hello there @No_Thoughts!

Blender and Unreal don’t have the best relation, they tend to clash with each other in different scenarios, specially animations. In this case, bone data/hierarchy is probable missing or invalid after the transfer.

The first approach here would be to reset export/import settings in both UE and Blender, in order to rule out any conflicts between either configuration. After that, test importing your assets again.

If the issue persists, then please follow the method detailed here for the transfer. Additionally, you can try with an alternative 3D tool, like Maya, and check if the hierarchy remains consistent.