Hello everyone, first time posting here.
I’m really new to UE4 and I’m still just messing around, when I tried to export the third person running animation to edit it in blender, I noticed there are some issues. The telltale sign that there was something wrong was the “dislocated” left shoulder and wrong geometry on the right forearm.
I tried looking for a solution in the internet, but there wasn’t anything on how can you solve these issues.
I decided to mess around with the export and import settings in hopes that I will find a solution and I actually did!
So here’s a pipeline that worked out for me, note that I’m really new to UE4 and I have no idea if won’t create some new troubles.
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When exporting the animation from UE4 use the “Preview Mesh” export option (IMPORTANT!) This what prevents the dislocated shoulder and such
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When importing the FBX with the animation into blender check the “Automatic bone orientation” in the armature tab. It orients the bones so the skeleton looks a bit better, its not perfect at all, but it’s better than nothing.
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Export edited animation from blender into fbx (default settings worked fine for me).
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When you import the edited animation back into UE4 make sure to:
- select the skeleton used for import, so it uses the already existing skeleton
- check “import animation”
- uncheck “import mesh”
And that is is it. I found the UE4 import settings in this video: https://www.youtube.com/watch?v=RpzKsZzLjXw
Again, I need to point out that I do not know if it can cause some other issues, but things seemed to work pretty well.
I hope this info will help!