When importing a UE4 Skeletal Mesh (created in Blender), UE5 does not recognize the root bone. This caused the “merge bones?” popup to appear on import. I ended up with a root bone named, “root.001”.
Restarting the editor fixed the issue, and the root bone is properly named “root”. I was also able to successfully import the same skeletal mesh, with no problem, into a 4.27 project and a 5.4 project.
Steps to Reproduce:
- Model, rig, and weight-paint a humanoid skeletal mesh in Blender 4.0 (I used Game Rig Tools).
- Import the skeletal mesh into UE 5.5.4. Select the UE4 Mannequin.
- When prompted with an error, do not merge the bones.
- Preview mesh with an animation.
Result:
The editor generates errors:
“This skeletal mesh asset has an incompatible Skeleton. Assign a compatible skeleton to this skeletal mesh asset.”
“LoadErrors: The Skeleton UE4_Mannequin_Skeleton is missing bones that SkeletalMesh mySkeletalMesh needs. They will be added now. Please save the Skeleton!”
“Warning: Can’t save ‘myFilePath/mySkeletalMesh.uasset’: Illegal reference to private object: ‘FbxSkeletalMeshImportData /Game/myDirectory/mySkeletalMesh.mySkeletalMesh:FbxSkeletalMeshImportData_0’ referenced by ‘mySkeletalMesh’ (at ‘/Game/myDirectory/mySkeletalMesh’) in its ‘AssetImportData’ property.”