I’ve been able to setup “Full Body IK” for the UE mannequin. When trying to use my own model, it simply disappears once i setup a full body IK and specify a root/effector. I’m sure it has to do with my model. I’ve simplified it as much as I can and it still happens. I’ve verified everything works as expecting when manually rotating bones in the Skeleton.
Any idea what I’m missing? I attached the model I’m attempting to use, if that helps.
SkowDinoMech.fbx (3.2 MB)
It is worth noting this is many meshes on a single armature… not sure if that is relevant.
I’ve solved it, I needed to set my Blender scale to .01 to match Unreal’s cm based scale before exporting. When applying the bones in unreal, they had a scale of 100, and were shrinking the mesh to be absolutely tiny.
Though issue solved, for guys who’s making skinned mesh in Blender, I’d highly recommand a FBX plugin named Better Fbx Importer & Exporter. You can find it in Blender Market. This plugin really makes Blender fbx exporting painless.