Bless you for this. You're absolutely right in saying so many tutorials out there are ridiculously long winded. Thank you for keeping this information clear and concise!
1 yr later this is still the best solution. And the only video to mention it, thanks. Note: there's currently a bug in Unreal that makes your BP invisible when adding it to the level. The only fix I found was to click the play button, and then everything will be visible.
Hily hell FINALLY someone shares a solution that works. I have a scene with hundreds of unique objects so snapping them to the world origin and exporting one by one is not feasible when you just have to rearrange the whole scene again in Unreal. You tha real MVP
This was very helpful to me, I'm just joining a large project and we didn't know how to do this successfully. I think it should work for our uses and it'll save so much time!
You made my day twice, first by showing me a new workflow that really helps me & second, with your warmth & positivity. Bless you! Have a lovely week ahead!
Good tip. This makes sense and is easy. I also saw the tutorial with the sandy tower assets, and knew there had to be a more practical/less anti-pattern way.
Thank you so much, it sure has felt like so many blender to UE guide makers just googled and talked about what they find, that being the same non useful stuff and just believing there is no better way before unreal engine patches things. but you arrive with the quick and actually really useful information!
That's the whole thang. Anyone working in this field knows how important attention span is, especially when working in a crunch which is far too often.
amazing man! im new to the 3D world but i feel the best pipeline is create your stuff in Blender and Render it in Unreal 5 to take advantage of nanite, lumen and fast rendering in high quality, top tutorial appreciate a lot
I just started with ue5 and blender... I know blender, but know barely anything about ue5. I almost immediately encountered this... Thanks for showing, I'm going to try this today. I remember someone talking about a script for either ue5 or blender to more easily import stuff. I should probably try that too.
Hi! Never thought, there is a such import option, i always imported the same method, but via the iport to level tab, gives a exactly this result, described in the video, but your method is faster, thanks for the info!
Smart Polly did a video for an add on that makes things exported from blender to unreal 4 and I believe it works on unreal 5 the work flow looks straight forward and seems to work by even bringing over models textures looks like a pretty good ad on and it might help with work flow if you guys are interested in checking it out but great video thank you
alternately you can use the other method, exporting all, but retaining each individual pivot. not sure why no one is using it. but good tip on the port-to-blueprint, did not know that!
This is interesting. For scenes or multiple mesh models I would usually inside blender select all models and ctrl+A to apply all transforms which then sets their origin to world then I just export selected (make sure you select face for the geometry option) and it would be fine but sometimes I need to make an orientational adjustment inside ue5 the pivot would be way off lol I may use this method in future. Well done
@@franklinfache I'm not sure actually, do a test yourself and see if the parenting carries over or not. I have a feeling it won't due to it being FBX but if you exported as USD it actually might :)
You brilliant, brilliant man.. thank you so much, just as I lost all hope with all these other rubbish export options. Thank you so much! Another pretty good one is exporting as USD (Universal Scene Description) - it exports very cleanly , fast and pivots are as in Blender - unfortunately I cannot get different materials within same object to work this way, they always come out with only one default material :( But your solution with empty and FBX scene is excellent!
YOu might be interested to look at the Omniverse branch of Blender (through the Omniverse Launcher). It has improved USD/Material exports built by nvidia
not gonna lie, this is the single most useful video I found on the matter, so thank you for that. The issue that I just can't get around is importing the camera of my scene properly. Importing through the FBX scene function it does import, but there's no animation on it, even if I hit the "Dynamic" option during the import. Importing it seperately to a camera actor in the sequencer, it doesn't match the scene. I only want to export a scene of a tracked camera with some ref geometry to go from there, and this seemingly easy task is somehow very hard. Do you maybe have an idea how to get the camera in there properly alongside the fixed scene?
Thanks for the tip! This helps a lot for those who use these two tools, but when I use this method, the materials are all messed up. For example if a material has 3 slots, with M1/M2/M3 it looks something like M2/M3/M2. If I click to go back to the default, it is normal, but in a scene with hundreds of objects it is completely impractical to do this one by one, do you know how to fix this?
Animated scenes are something I really haven't touched so I am unable to answer that. I assume you would use either "FBX Animation" or "FBX Mesh and Animation" upon import
Nice trick. I wonder if it's still possible to reimport the objects individually? like if you want to edit just the cube in blender, but not the whole scene
hey how to add collisions to all at once, is there any trick to do all at once or we have to separately or individually add collision to each and every object
Do you have any tutorials about importing into ue with materials intact? Whenever I import an fbx from blender the metal, roughness and the normals will be missing.
Each object is imported in as its own static mesh. On the import menu you can select the rules for the materials. In the blueprint it makes containing all of them, it will have static mesh components for each individual mesh that you can then interact with separately.
Doesnt work the same for mine. Once the fbx scene is imported when I drag the elements onto my project it has changed and shrunk them all to a weird degree.
This is a nice tip! But the scale is wrong ! You have to switch Blender Units to 0.01 and to centimeters so your scale in UE to be 1.0 and not 100, like in your case 2:56! I think its important for Unreal rednering and in general its better to work in a proper scale , because it can cause problems further on with lighting and etc! ANd keep in mind do the scale thing in Blender before you start modeling or you have to scale your objects by 100 and then apply scale again in BLender!
Does this also wotk for a spaceship that hat lets say 200 parts and they are parented to each other? For example parented in a way that some parts like jet exhausts or doors can be animated easily be rotating them aound the origion... well I will simple try LOL EDIT: Okay cool, works, my first crane in Unreal engine
Bros, I thought this method was bullet proof but unfortunately I realised something: - Global illummination (Lumen) kinda entire point of UE5 does not work when I import FBX scene like this... Check it yourself, if you change view to Lumen Visualisation View -> Overview your imported objects will be invisible to lumen. Please let me know if there is any solution at all to this, thx
Hai I am using ue4, its not working properlay...each mesh imported separate, and the jointed (all mesh group to the emty) one is very small, and dont move.
I'm fairly new to UE5 and I'm not sure why but when I import the objects, the gizmo is really far away from them. I did import the textures as well... not sure if that makes any difference though.
This is probably due to the position of the mesh in the 3D software when you export into unreal. One thing you may want to look into is the Send2Unreal blender plugin by Epic Games. I will do a video on this soon.
@@ionthedev thanks... if I can use a plugin to do the heavy lifting, I'm totally good with that. I look forward to the video... until then, I've subscribed to your channel.
Being completely honest I didn't even see that plugin when I was looking for a solution. Personally I still like to use this method as it seems to remember all of the stati. Mesh locations better.
I think it's the collision ue5 generates. Check your meshes, there are 2 types of collisions in ue, simple and complex. Simple is typically used to determine where you can walk to and is generated by ue when importing a mesh. See the mesh details in ue.
Honestly I tried it and I thought it was really good but actually it cost me a lot of time because you still have to check your materials textures and stuff so I still think that classic fbx import is better than the "send to ue" addon. Also I got problems with reimport because it was reimporting the wrong objects everytime. Also It does't support renaming so you have to keep the garbage folder names like "untitled asset"