![]() I recommend saving an FBX export preset with these settings. * This is not critical at all because if baked as +Y it can easily be fixed in UE4.īlender custom properties import as UE4 asset metadata that can be read by editor scripts for automation purposes.įBX Blender export and UE4 import settings: Set the normal map’s green channel to -Y. ![]() the Armature object is the root of the bone hierarchy. No need for a dedicated root bone in the hierarchy. * Also remember some weird related bug with animation scale incorrectly imported, but can’t confirm this now. Naming or leaving the Blender skeleton named “Armature” will cause the UE4 importer to fail due to “multiple roots”. Make sure the Armature object isn’t named “Armature”. ![]() Make sure to apply your model’s transformations before export. * This way the model is aligned to Blender’s views so the front view displays the model’s front etc. Model your model in Blender facing the -Y world axis, +Z obviously being up (obviously for Blender). * Modeling in 1 meter units may seem to be imported correctly into UE4 but will cause unsolvable problems like a skeletal mesh physics asset having incorrect auto-generated shapes, a problem that in my experience can’t be fixed manually. Metric unit with 0.01 scale (centimeters)Īnd model your content correctly using centimeter units. * Some of the issues listed here may have already been solved It’s a list of tips I found to work well in my own experience. The following is a list of guidelines for preparation and export of 3D content from Blender to Unreal Engine 4 via the FBX file format.
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