Problems getting a Skeletal Mesh from blender to work in UE4

Hello,

A friend and I have been trying for quite a long time now, getting a skeletal mesh made in blender, to work in UE4.
We are trying to get a car model we made in blender to work in UE4, but we can’t get the physics asset to work as it should.
We have tried with multiple models we made, and the last two is the closest we have gotten yet.

We are both new to Blender (3d modeling) and UE4, but we are both experienced with programming, so we have had a bit of trouble figuring out where it all goes wrong. We have created a car model with 1 body and 4 separate wheels in Blender, and we have managed to create a skeleton/armature with joints/constraints that we have imported into UE.

In the physics asset we have managed to generate physics bodies for the main car body as well as the 4 wheels using the Single Convex Hull generation and it looks good as far as we can see. We have also edited the constraints of the wheels to lock their angular rotation to one axis only. At this point everything still looks good from our point of view, and it’s first when we try simulate the physics that the problems appear, which is that the physics bodies start “spasming” and each part just kind of flies away.

We also made sure that the mesh and armature has it’s rotation and location at 0, 0, 0.
When we are exporting, we are only exporting Armature and Mesh, and we have Apply Modifiers and Add leaf bones checked (It seems like we have better results with leaf bones on).
We are also exporting with FBX 7.4 binary and using Blender 2.75.

So something is obviously wrong, but we haven’t managed to figure out what. We don’t know if there’s something going wrong with the exporting/importing between Blender and UE, or if we simply have missed something either in Blender or in UE.

The source and fbx files can be downloaded here:
https://dl.dropboxusercontent.com/u/11761710/blender_ue4.zip

Are you using the car controller thing? You should apply your modifiers yourself and leave that unchecked, you also should not be adding leaf bones. In fact I don’t think you need bones at all as UE4 comes with a vehicle set up that just requires the parts now. I’ve watched a few videos on it and nobody ever mentions bones. Even the Epic videos don’t mention bones as far as I remember.

you should take a look at youtube channel, he covers what you need to do to create a vehicle in blender that’s ready for use in UE4 and how to set things up in both blender and UE4. kenny is right in that you don’t need leaf bones, they just add extra bones that don’t do anything. also you don’t actually need to set up constraints for the wheels in UE4, I had a car that would spas out in the physics editor but it worked fine when playing.

hope that helps:)

its true that you can import a vehicle without bones and UE4 will create them but that only really works well for very basic vehicles, if you want to make a more complicated vehicle with say moving suspension like this:

then its much easier and quicker to use bones.

Me too my friend.

don’t know how many times i tell people watch my videos , they show the correct work flow and set up for getting vehicles into UE4 from blender
the only thing to add is un tick leaf bones

on the physics side again watch the videos and double check location and alignment of the bones, take what an hour or 2 to watch that will save you hours trying fix

edit just had a quick look at the pics, so pal but untill you fix the alignment of the bones the physics will never work

Thank you everyone for taking your time to help us.
We managed to get it to work by having the blender model setup as following:

  • The Armature had to be at scale 0.01.
  • Every mesh object and bones had to be at location and rotation 0,0,0
  • The model should be facing towards X, with Z up and Y right
  • All the bones must be facing towards Y (left)

When we exported we used the following settings:

  • Forward: X Forward
  • Up: Z Up
  • Only exporting Armature and Mesh
  • Decheck “Add Leaf Bones”

Best Regards,