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Unreal Engine Import Settings

Jumbee
polycounter lvl 3
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Jumbee polycounter lvl 3
Hey,
When i am trying to import my model into UE5.6, i get multiple issues. I am trying to keep my settings in Blender as is.
I want to keep: - Hierarchy (parent,child relations) 
                         - Pivot points
                         - Transformations.(Scales and rotations)

When i fix 1 thing another gets broken. Is there a secret setting that i am not aware of? 
I tried importing trough different ways. including: importing into level, drag drop, usd, gltf, fbx, bake pivot meshes, convert scene data/unit.

I would appreciate all the help i can get

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  • poopipe
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    poopipe grand marshal polycounter
    not a blender user but those things should all work via fbx with the possible exceptions of:
    - non uniform scaling
    - where you have a non-orthogonal transform matrix. eg. you rotated the object off axis and then scaled it non-uniformly in world space (or it's parent space)

    it's most likely that unreal is upset about what you've made rather than the intermediate format.  fbx will modify invaliid mesh geometry (eg. it'll split vertices to prevent non-manifold geometry) but afaik it supports awful transforms 
  • Jumbee
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    Jumbee polycounter lvl 3
    poopipe said:
    not a blender user but those things should all work via fbx with the possible exceptions of:
    - non uniform scaling
    - where you have a non-orthogonal transform matrix. eg. you rotated the object off axis and then scaled it non-uniformly in world space (or it's parent space)

    it's most likely that unreal is upset about what you've made rather than the intermediate format.  fbx will modify invaliid mesh geometry (eg. it'll split vertices to prevent non-manifold geometry) but afaik it supports awful transforms 
    i generally have no issue importing hierarchies that goes 2 levels deep. but below that its either rotations or scales causes problems. i tried reimporting the same fbx back into blender and had no issues. but when its unreal engine its a problem. unity also causes problem but its generally more manageable.

    i like working with everything scaled 1.1.1 and all rotations either 0.0.0 or only 1 of the axi rotated like 85.0.0 etc. it makes things a lot easier on the programming side
  • poopipe
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    poopipe grand marshal polycounter
    you really want to zero all the transforms - ive no idea what terminology blender uses for that  - your skeleton wants to be completely zeroed, animations are what rotate bones
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