Static Mesh from Blender to UE4

Hi,

I’d like to add that if you want to work with powers of 2 then set the unit of measure to **none **followed by setting the **scale **to 128 and **subdivisions **to 8 under **display **within the **properties **panel. (Hotkey [N])

blenderUnitSettingsUE4.png

Note: Bare in mind that any object you add will be twice the size as the grid scale. For example, if you set the **scale **to 64, then any cube you add (shift+A) will have the dimensions of 128^3. However, you must save it as the default startup file (ctrl+U) and reload the scene (ctrl+N) before the settings will take effect. And yes, same rules apply to subdivisions unless you have a reason for setting the minimum grid scale above or below a size of 2…

Hi. So what’s about LOD setup? Naming groups and meshes in the same way it’s used in Maya doesn’t seem work, even when i tweak Baked animations on export

245af706a28b5423224ff27d1aff6c69ecb39e8f.jpeg

Blender doesn’t support it except within their own internal game engine. It’s a feature that’s being worked on though…

The only option you have for now is to manually import each LOD individually within the Static Mesh Editor.

Details>LOD Settings>LOD Import

I have made rigged and animated a model in blenders and forgot to check that the scale was right till I had already rigged it so when I import it into unreal it comes in really small. Whats the way to scale up the model without messing up the animations? I’m using lots of additive animations in UE4 and if I scale it up using the scale on export of scale up the armature in blender unreal notice its been scaled up and thinks that’s part of the animation so it adds it to the other animations so that way it ends up huge as soon as it starts playing any animations!

I have tried applying the armatures scale after scaling it up but that messes up my animations in blender… Any ideas how I should do this?

Hi, I know this is such a old thread but I’m having problems exporting fbx from blender 2.76.

Here’s the following error:

Failed to import ‘D:\FBXs\Asset_01.fbx’. Failed to create asset ‘/Game/StarterContent/Shapes/Assets’

After a rather long time, I have finally managed to get absolutely everything working when importing from Blender to Unreal. Noteworthy is something like the eternal Smoothing Group issue, which in fact is something really simple to fix: https://answers.unrealengine/questions/116748/import-tree-failing.html

Question: I’d like to assist in improving the Wiki page @
https://wiki.unrealengine/Static_Mesh_from_Blender
with multiple edits, tips and tricks. Is any one monitoring this thread able to let me in and edit the page?

I know this thread is for Static Meshes only, but the wiki brought me here and there is no related thread for skeletal meshes.

I would also like to assist in improving the wiki page (and the skeletal mesh page as well https://wiki.unrealengine/Creating_a_Skeletal_Mesh_in_Blender)

I had never tried using skeletal meshes from blender until recently, and had a couple of issues (one appeared in a recent version of blender) and have easy fixes but aren’t mentioned anywhere.

The first but less troublesome issue is that in blender, forward is Y-, while in UE is X+, but this is not too bad you can just rotate the mesh in UE4 without much problems.

The second issue is with a new export feature in blender, that tries to avoid the 0.01 scale tweak by doing it at export time, while it doesn’t work bad, it introduces an issue when adding sockets to a skeleton (see screenshot).
Screenshot_5.png

The sockets appear scaled 100x and when using local translation in the editor the gizmo shows 100x the size, although it is not that bad, is a thing you can easily avoid by using the 0.01 scale tweak, see the screenshot below for comparison:

Look at the socket size. In the image above the scale gizmo is not affected, but setting the translate gizmo shows a big big gizmo:

The third issue I had was trying to get root motion to work. It didn’t work at first because of the way maya/fbx works, browsing reddit and the blender issue tracker I found #45368 - Blender 2.75 FBX Export - Adds Extra Bone to Rig - blender-addons - Blender Projects and https://www.reddit/r/unrealengine/comments/3q75xg/blender_276_root_motion/
It says that maya/fbx don’t have the concept of Armature that blender has, there are just bones that are children of other bones and there is a root bone (I’m not really sure about this, I don’t use maya) so when you animate a root bone in blender, you won’t get root motion in unreal because the FBX exporter adds a root bone that has the transform of the armature object in blender. This is not a bug in any way but is something you should be aware when doing animations. If you want to have root motion you need to animate the armature, not the root bone.

Sorry again if this is not the place, but is the link I found from the wiki, and writing it here maybe people will find this information easier. And I’d like to help with the wiki pages as well if someone reads this.

EDIT: Found out that can edit the wiki page, just had to log in again in the wiki. If anyone reading this would like to contribute, I created an article called “Blender” for posting anything relevant, and linked the other three existing pages talking about blender. @Fritsl here is the link if you are interested in contributing https://wiki.unrealengine/Blender

Hello. First off, thank you so much for contributing this! And firstly I want to express my appreciated for adding to the documentation.

After that, I have some suggestions. You could make some of the references to other topics (“Pivot Points,” “Exporting”, etc.) into hyperlinks.

Under the “Modeling Objects” section, you have a part that says “However, is recommended”. Just thought I’d help out showing the typo. Cheers. Thanks again.