My problem is 2-part. I cannot get the Send to UE Blender add-on to work on my computer. I get the error shown below. I have enabled all the plugins and project settings checkbox. I made sure Windows Defender does not block anything. And I get the following warnings/errors.
Blender 3.4 with UE 5.1.1 by the way
Then I try the simplest animations of all: after the UE to Rigify add-on creates my control rig for the default UE4 Manny skeleton (so note: the old one, not new), I enable IK on the left foot, slide it forwards and record a keyframe, slide it backwards, record another keyframe, and then I literally just click on âBakeâ again. I then export as FBX, with all the necessary options (note; I had changed the scale in Blender 0.01 so all the proportions come out right). When the animation shows up in UE, retargeted to SAME skeleton as when exported, the foot that I tried to âmoonwalkâ with, slides yes, but the foot rotates (seemingly on the Z-axis) like crazy. Doesnât stay straight⌠Any ideas?
The resulting blender file after baking the animations shows everything work just fine. A perfect horizontal foot slide no spinning etc. But everything goes wrong when I manually export and import to UE 5. Do I absolutely need to get the Send to UE addon working to do this properly?
Send to Unreal versions 2.3.0 and 2.2.1 have a known issue with settings Physics Asset and Skeletal Asset file paths. There is a work-around on the GitHub: https://github.com/EpicGames/BlenderTools/issues/564
In regards to the Python execution error, be sure you have the âAuto stash active actionâ checked in Send to Unrealâs settings. It goes without saying your Source Armature needs an active Action on it as well.
If you have troubles with UE to Rigify this playlist is a good resource:
If you have troubles with Send to Unrealâs settings, this playlist is a good resource:
Thank you @Patterson ! The custom RPC token solution worked for me as well and can now successfully send to UE from a couple quick tests. I tested a couple animations from earlier failed experiments, one of them was imported fine, in the other I had a scaling issue, but Iâm hoping when I attempt my normal workflow the scaling will be fine, and the weird bone twisting I was experiencing will not happen again. I may come back for help, but for now I think Iâm on a good track!
Thatâs great! Youâre very welcome. The newest versions of Send to Unreal work with a scale of 1.0 in Blender, unlike previous versions which required 0.01 instead. So keep that in mind!
Ok, after leaving scale to 1, and using the pipeline menu options for import and export (and AFTER baking down the animation after done with the rig controls - which I kinda feel like their videos implied you can skip?) everything worked correctly.