Problems when exporting from blender and importing to UE5

hello all. i am having trouble exporting a rigged model i have made in blender as an fbx and importing it into blender. it works pretty much fine if i dont include the skeleton and build it as nanite, but one of the pieces of the model is missing if i import it as a rigged model.

this is my .blend file.

Have you tried this?

oho
i’ll try it

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same problem when i import as a skeletal mesh using this add-on, but this at least streamlines the process a little. thanks.

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Of course, Nanite doesn’t work with skeletal yet…

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yes, but i’ve found a possible workaround. importing first as nanite, then exporting all the separate pieces from unreal as new fbx files, and then re-importing those as skeletal could work. do you know if it’s possible to create a control rig from multiple separate objects? (perhaps by parenting one to another if parents exist) i’d like to retain eye movement if at all possible.

It does sound like a lot of work.

Generally, it’s a one-way process ( Blender to UE ), not a workflow.

I also see this

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thanks, i’ll watch that. and i tried exporting from ue, and it caused a lot of weird things to happen upon reimporting, so… yeah.

mate, you are an absolute champ. this works perfectly. cheers.

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