Status of UE4 Rig -> Blender -> UE4.

Hey guys,

Just curious if the old UE4 -> Blender -> UE4 pipeline is still broken.

I think this is probably a much talked about topic, but in the months I’ve looked for a solution I cannot find one.

I’m needing to export the mannequin from UE4, import into Blender, associate it with a character model of mine, then re-import it back into UE4.

Is that process still broken?

Thanks!

Blender is working fine for me, that is importing FBX, editing stuff, exporting the mesh. What is the issue? (though i use exported FBX from Unreal)

Trying to export the ue4 mannequin to blender, using the rig that comes with said mannequin and then re-importing back into UE4 produces crazy results for animations:

The problem is whenever i use any skeleton (tried multiple) it seems like somethings is off, as the rig works (can manipulate inside unreal) but the animation retargeting is broken.

check this BlenderUE4Rig - YouTube I made a rig for blender that worked with the mannequin. I have a thread around there where i show how i did it and give the files.

Muchisimas gracias amigo!

When you import fbx into blender, the bones are completely screwed up
but you CANT modify them. What i did, its create a duplicate copy of the screwed up rig, wrote a script so that rig had “copy rotation/location” to all the bones in the fbx deform rig, and then rigged the copied rig so it was sane. By editing the control rig, the deform rig modifies and then you can animate it just fine. Is just really annoying.

Still seem to be getting weird results. I’ve imported my mesh to your setup, but as its a bit bigger in some parts than the manequin the seems to be problems with parenting the rig.

Does this only work with previous versions of Blender?

UE4 → Blender → UE4 with bones is still messed up and it seems Blender devs would stop adding any further FBX additions (so it remains at it current state) because FBX is horrible to implement (as it makes the same stuff in two different ways for Maya and 3DS in one fileformat). UE4 → Blender → UE4 without bones is … “ok”. But you could still work well with Blender if you just create content. You could try to create your own control rig as in the video above or just create your mesh from scratch similar enough so it fits to the UE4 mannequin A-Pose.

If you would play with the UE4 mannequin in Blender you could even give this plugin a try: [ADDON BLENDER] UE Tools - Community Content, Tools and Tutorials - Unreal Engine Forums - I’m not sure if it’s better now with custom-meshes (seems he made an update so probably it’s worth a try) but at least you could get the UE4 mannequin pose as basic sample in a quick way into Blender to change the current pose of your own custom-skeleton mesh.

If anyone is wondering, is talking about this news

The thing is FBX import into Blender has always been completely whack. Way too many problems. I’d just forget about importing.

Safest is to stick with Export-Only.

You’re better off making your own rigs inside blender or use pre-made rigs such as the link provided.
It might be more work but it’s the best chance you’ll have so that everything works close enough.

Thanks for the update guys!