Why are bones in the wrong position on import

hello again. i have another strange issue. when i export a rigged character from blender and into unreal engine the bones are weird. it’s not easy to explain in words, so i’ll send some screenshots.

this is a leg bone in blender
a leg bone in blender
and here is the same bone in ue5, there are no lower bones to this one
the same bone in ue5
i can rotate it at that sphere on the bone end, which normally would be good enough but i want to use inverse kinematics, which makes setting the bone targets nigh on impossible
image
please tell me what i am doing wrong, i have tried absolutely everything i can think of and am very frustrated

Hey @anonymous_user_d6ccedbe!

It’s a bit hard to tell what is happening here. Is the joint moving out sideways? Also, does this happen with only this mesh?

If it is this mesh only, check out this Non-Epic affiliated video that explains how to adjust the joints in blender for UE5:

I hope the above contains the solution you need!

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no, sorry, it is not going sideways, i had just moved the camera. yes this does happen with ever mesh i export, and i use this exporter plugin to do so. all the same, i’ll give that video a squiz and see if i can’t figure out what i’m doing wrong.

thanks!

Its just a different representation - similar to how you can (and probably should) use something other than Sticks in blender.

Just like any representation, it is purely visual. It won’t affect anything or cause any difference in the way the model animates.

Bones all work based on their position relative to the skinned mesh - defined during import.
If you change the position (or rotation) the mesh moves.

To create an IK rig you need a proper IK bone chain.

Foot, lower leg, thigh.

Then you can apply one of many IK solver nodes to the animation BP or do whatever you need doing in ControlRig or whatever else.

The foot can be excluded if you do not need the extra joint - however most of the solvers are pre-set to work on a chain of 3 bones.
Some like fabrik are very easy to customize and fit more/less bones.

You can add a Pole bone for determining the position of the knee cap.

Between Blender and Unreal, you will see a “bone” in unreal between any 2 parented bone locations.

If it doesn’t have a parent to it, then it may not be visually represented. Like in your example screenshot. The lower leg, has no visual bone.

Not that the position of the leg bone is in fact at the knee cap - not at the foot.
To get the foot bone position you need an actual Foot bone…

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