I came across some free to use models made with Blender today, fully rigged and what not. I figured since I’ve imported from Blender before, these models would be good to try out while I’m learning UE4 – as in replace the default manekin with something else, because I’ve yet to try that out. However, optimising these models in Blender for UE4 (unit conversion, setting the “export FBX” panel as per the how-to’s I’ve found on the wiki/forum) seems to give me unexpected results.
As I import the resulting FBX into the UE4 editor, I’m always greeted with the animations import, not the skeletal mesh import dialog, which of course results in only the manekin armature being available, which doesn’t work with quadropeds obviously. I took note of parenting the mesh(es) to the armature and making sure there’s only a single armature, but that doesn’t seem to be enough.
Below I’ve screencapped the object hierarchy of this model in Blender. Having not built it myself, I’m rather confused structure-wise about what I should do. Additionally, I’d like to note Blender 2.75 only came out today, so I’m not ruling out the possibility of an internal bug. For additional reference, the model download is http://www.mediafire.com/download/tat2zuoxvoa01fj/TwilightSparkle_1-0.zip