Guys, how do u export a mesh from blender with the names of the materials showing up in ue4. Whenever I import to ue4, the materials show as World gridmaterial rather than the names of the materials in blender. I know I have to set them up again in ue4. Its just the names.
@Frankie : Nice add-on, thank you ! A cool video for UE4 users : how to set-up Cycles material to act like UE4 ones in order to preview your asset : https://www.youtube.com/watch?v=8HMS1MG4HfQ
Thanks JedTheKrampus! I tried the Mix blend mode, but actually the result is different. The normals get slightly averaged. But if UE4 import welds them back together it shouldn't be an issue, with UE4 at least. Still wondering why the edges are marked as sharp.
Hey guys. I just published my rigid body simulation bake addon on blendermarket, cubebrush and gumroad to bake and use rigid body simulations in realtime applications such as UE4, Unity, etc. Here's generated armature in Blender And here's exported result in UE4
On the Blender Artist forums I think there was also talk about trying to make an addon that is like the UE4 character animation/rigging tools plugin that's in maya. So that might have something to do with it as well? Could be for ways to automate the naming of bones to fit the setup for UE4.
It seems Blender has serious issues with UE4 atm. The current versions of late. I am not sure if the devs are paying attention to this aspect. Over the past 4 days, this has been causing serious issues. Haven't slept in three days trying to figure this out among other issues which is becoming frustrating. Seems it imports…
I put that the wrong way. I'm more wondering what 'Unreal Modding' means. Does it mean UDK import/export? Or UE4? Or Unreal engine 1? Blender has a bit of a history of not understanding what game artists need outside of the BGE. I hope it means UE4, because I'm not sure a lot of people will use UDK going forward.