In 2022, is it possible to solve the Blender to UE root bone scale (x100) issue without installing additional external plugins or misconfiguring Blender’s Unit Scale to 0.01 (which creates other modeling issues). I understand both apps chose to use different unit scales for world-size reasons, but this is a 10 year old import/export issue
Since it seems like this issue has been going on for over 10 years with no clear best solution…
What I found is if I leave the scale units as meters, the scale at 1, then take my armature scale it up by 100x, apply the scale on the armature only, scale back down, finally export with defaults. In UE, I leave the convert scale unchecked, and it imports correctly.
I’m not sure how reliable this method is with physics actors, but for now it seems to be working as intended for me.
Hello @SupremeOrder . I solved this problem in my custom Blender build for Unreal Engine - Blender Next. I fixed the tools to create, display and edit bones for Unreal Engine 5 and 4 Epic Skeleton mannequins. You can retarget Unreal Engine animation in my Blender Next build. I fixed units and scaling too. Now in Blender Next 1 unit = 1 cm. Here demo video. Blender Next for Unreal Engine - release. FBX units, scaling, sockets, IK and animation retargeting. - YouTube