If anyone is still having problems with the physics not working make sure before you export to “apply transformations” this is done by pressing “ctrl A” :)
following someone who started from scratch is helpful when you give the tips that normal tutorials would skip over because its considered normal industry knowledge
Great walkthroug probably saved me a week of work. Wish tutorials like these existed when I started out in unreal. You're doing a great job! Looking forward to future videos :)
Good tutorial Please can you make tutorials for unreal engine because it is hard to use And I'm new to unreal engine Make tutorial about ux/ui your made where cool and character movement and stuff You are the one o the person who made me like game dev a lot
My characters size changes when I change the unit scale. So a 2m tall mesh goes to a .02m tall mesh. It imports into unreal proper size, but makes the modeling aspect difficult. Any suggestions?
Hi from the future! In the future we're now on Unreal Engine 5.1 - If you're wondering how the scale is still getting jacked up with your model, and the capsules aren't lining up or you're getting 2/3 capsules, than fear not! Under the physics asset window where you see the capsules, you will need to go under Tools on the right hand side and under the "Body Creation" drop down go to: "Min Bone Size". My model's bones were too small, so adjusting this down to 0.07 allowed the engine to properly detect my tiny bones and compensate appropriately. Now every bone has a capsule.
Unreal Engine 5 supports GLTF import, you can get correct scale now with a simple export using that format without changing anything in blender! Just export as GLTF!
Man, this tutorial was spot on, very well done. What version of blender are you using? I have been using blender and unreal for about a month but have mainly been focusing on blender due to not having a great setup for hardware. Point being, I really appreciate watching other people’s workflow and this was perfect. Thank you! Got yourself a sub here, keep it up. 🤙🏼
My worflow is a bit different. Don't rename the armature. Create a root bone instead at the bottom of your character or else two problems will arise. First, the armature will have a scale of 100 in unreal. Second you will not be able to use root motion. And when you model in blender, do it 100 times bigger then you normally would. This is the only way I could find to have a skeleton of scale 1.0 in unreal and I tried all sorts of settings combinations.
Thank you! That is valuable! One piece of advice - in Blender you can just hover over an object and press "L" it will select the whole piece under the cursor, no need to select poly and ctrl-L, it speeds up things considerably
Thanks for the helpful video! Just to note, if you already have a bone named "Root" in your armature, then you SHOULD rename your character's armature to "Armature" before export from Blender, otherwise you will end up with 2 root bones. As of 4.16 (and newer) UE4 will automatically remove the root node named "Armature" (which conveniently allows you to have a proper Root bone to work with in Blender).
@@foofofdeath Yes, I just checked with Unreal 5.3.2 and Blender 3.6.8 and it's the same. You need to rename your skeleton to "Armature" (without quotes) before export. Also, make sure your Unit System is set to "Metric" and your Unit Scale is set to 0.01 in Blender, otherwise the imported bones will look like giant spheres. 😄
Dude the quality of your videos & thumbneils are way ahead of your channel I seriously thought you got a lot of subscribers or something, keep up the great content & you'll deflintly get there 👍😀
Nice, is always so good to have these little advices. I will add a big one that solved a HUGE problem I was having with the Blender -> UE4 workflow: sometimes the animations will have minor jittering going from blender to ue4, this is particularly noticeable on the foot of the characters. To solve this, the SIMPLIFY option on Blender needs to be set up to 0.0, on the UE4 side you can also improve the quality of the animations by changing the compressions, but UE4 compression on animations are known to good, saving memory without changing the final result of the animation. These problems of jittering animations are caused by Blender exporting and compressing animations like a butcher.
Boy I’ve searched 6 month for guy, who can explain everything U’re the one mate And btw Thanks for advice bout bens tutorial Mate that’s the best shit in the internet bout bp Long live mate Peace
I have a little tip for anyone watching. When exporting animations, only tick the "Armature" to export. When importing into UE it will then only import the animations. :)
I’ve referenced these videos so many times and only just learned you’re the one behind A Difficult Game About Climbing! Congratulations man!! 🥳 Thank you for giving us all so much!
For me setting the scale to 0.01 and meters or 1 and centimeters didn't change a single thing in UE5. What you have to do is go to the tools tab you see in the bottom right corner at 9:34 and simply set "Min Bone Size" to a lower treshold, then click on the green "Generate All Bodies" button and this way you can get the exact physicscomponent you want. In my opinion better than tweaking with all those settings.
Oh my GOD THANK YOU! I kept trying and trying, I even renamed all the bones to convert any uppercase to lowercase, and I couldn't understand what was wrong. THANK YOU SO MUCH
Hello! Question about setting the scale to 0.01, do you then scale up the model 100x afterwards to get it back, or what's the best option there? When I change the unit scale, it changes the grid size, my model gets super tiny, and then scaling upwards causes issues with my Viewport camera clipping , and even if I change that I get all sorts of view port display issues. You didn't seem to have these problems in your video, so I'm wondering if I missed something? Thanks!
While messing around, i've noticed that pretty often you don't really need to change the scale unit anymore. Maybe Blender fixed the difference? When you make the scale unit .01 @Blender, usualy you'll get this scale problem at unreal. Maybe not at the actual asset, but surely you'll see stuff out of place like really zoomed out, tiny thumbnails and such. Correct me if i'm wrong please
An incredible video, this method has worked wonderfully for whole subjects (one mesh), but for separate meshes (as in the video), unreal engine interprets it as individuals meshes instead of the whole character. Wheres is the mistake? Thank you for sharing your knowledge.
Regarding the bone scaling problem. I think you can leave the units in Blender as default. But when you import your skeleton mesh into UE4, in the FBX import options tab, scroll down to Miscellaneous, and check the Convert scene unit box. It worked for me. Perhaps it may work for you aswell.
I dont know how I found this, I searched every single video for my problem. I couldnt export from Blender to Unreal... And I found this video! You are the God!!! I cant explain how happy I am right now. I spent hours trying to fix it and all I had to do is just to watch this video!
I love that you showed the actual mistakes and how to fix them. Too often people assume that just rambling off all the "right" things to do in checklist format is the best way to instruct. But more often than not I'm scrubbing through content trying to find where I 'messed' up in the list with no clue what I missed or where I went wrong. Then getting frustrated and having to walk away til my head clears. I really wish more tutorials took into account common mistakes (or even uncommon) during the instruction.
Question: when i do the reduction of the Unit scale to 0.01 leaving metric and meters , the size of my rig also decreases on a 0.01 ratio(at 1 was 1.92m tall and at 0.01 is 0.0192m tall) and when i import it into unreal the scale is correct at 1 but is 0.0192m tall, is there any way to change the Unit scale without affecting the size of the rig? im using blender 2.82.7. Thanks a lot for any help you can provide
I just stumbled upon this as well on Blender 2.9... It looks like you don't have to set the scale anymore, at least for static meshes but I haven't been playing around too much with it. Try it out and see what happens. XD Edit: This seems to work as far as I know: Export from blender with: transform -> scale, 0.01 Import in UE4 with: transform -> Import Uniform Scale, 100
I WISH I had this video when I was trying to export things to Unreal! I also can't believe I never noticed that measuring tool literally built into Blender. For anyone trying to export from Blender to Unity and getting strange scaling issues - when you export as FBX change "Apply Scalings: All Local" in the Transform option to "Apply Scalings: FBX Units Scale" Wish there was a better solution to fixing rotations other than applying a -90 x rotation in Blender before exporting, but oh well! Also, congrats on 5K! Also also, is that channel monetization I see?
There is a plugin that adds a export to Unity menu that does the - 90 thing for you. Just reply back if you cannot find it and I'll look up the exact name
Ponty, I don't usually comment on videos but I love you. I'm currently working on my first game and this was the first time I ever animated something myself. The whole day I've been sat here trying to figure out settings and nothing worked. Now, renaming the Armature to root solved everything. Thank you!!!!
Hey man, thank you for this video. I was going through the same process just last week and despite having wasted hours getting everything to work, this video was still extremely helpful to explain how exactly to approach exporting animations. I kept getting duplicates + non-working animations and your explanation made sense. The only thing I don't understand is how come you don't have to change the transform in the FPX export settings? I always set this to z-up and x-forward to match what Blender has by default. Does Unreal expect something different?
21:33 Was it on purpose? xD I don't know how should I take that. Anyways, thanks for this video, you saved me a lot of time! :D I'll suscribe. Keep it up!
FYI - So just tried this with Blender4.1 and UE4.27.2. I found that setting scene units to "centimeters" works properly but setting it to meters and the scale to 0.01 does not work properly (model came it really small). Also NLA strips didn't pass through animations to unreal but using "All Actions" worked fine.
8:20 when i import my mesh which uses image planes as mouth and eyes, they don't come included with the model. So when i drag the creature into the scene i have to manually and finickily drag the assets over. How can i prevent this?
Ohohoho!! :D It's coming soon, I'm working on it right now, unfortunately they take a bit of time to make and working full time isn't helping lol. I'm so excited for the next episode though and I can't wait for you to see it :) I'm aiming to upload this weekend! :)
Question: Since you have done Blender to Unreal.... Can you show a step-by-step process for adding a new hand mesh to a VR setup in Unreal from Blender? I tried something 'simple'. I took a hand from a package that uses the same bones as the UE4 rig. Just swap the Skeleton, and it works. I export out as FBX, then drag it back in, and it works. I then exported from UE4 as FBX, imported into Blender as FBX, Exported from Blender as FBX, dragged it into UE4..... broken. first I saw I had to untick Leaf Bones, then someone told me I need to change the mesh name (in blender) to 'armature'. Now it imports into UE4, but any weight that is less than 1, becomes 1, so all the back of the hand is messed up. It's these little "check this. Don't check that." that people skip over in their tutorials with "Import into UE4..." Can you help?
Unreal can be weird I've noticed. I've only just now started using it and I was trying to figure out why exactly most shaders don't like to port over to Unreal. Saw this video where this guy shows that you can but 1. the color or image has to be directly pluged into the BSDF and 2. Unreal will switch the metalic shader with whatever is plugged into the roughness and toss what was in the meralic shader..... despite it have both its own metallic and roughness shader...... IDK it was weird. Made ZERO sense to me and just had me think. Okay. ill just do most of the real materials in unreal. less of a head ache.
Great video! Wish I could like it a 1000 times By the way i also had another problem while exporting my asset. It was that my asset came out in different axis in unreal as compared to blender i searched for a solution and one that came was to change while exporting forward axis in blender to x-axis and Up axis to z-axis
I want to ask a question... Plzz HELP me.... I made a hose in blender.. But ue4 mennequine is not going inside that... Why ? Why menequinne of ue4 is not going across the blender model? Blender model will interact only with blender model, is it so?.. Plzz HELP me asap
Help me about something, So i dont really need to JOIN ( CTRL J ) all OBJ (like Hands, head, body [ if i did all separated]) ??? I'm aiming to do all characters for my game but i cant get the steps... Modeling / Sculpt Materials and Colors Rig Animation ??
Do you happen to know if the Blender FBX to Unreal scaling issues have been resolved in Blender 3.0? I'm exporting some characters now just for testing purposes, I exported some using default settings just to see what happens and I'm not getting any kind of distortion when going from Blender to UE4 or UE5 Early Access like you are showing here
Salute man, Great effort. You have reduced much of my effort. I was really concerned about those plugins to blender which export the rig, but that is a very lengthy and monotonous process, you can check askNK he has made a great tutorial. I just have 1 question what if I have a very simple like Lego charecter what will I do with that much bones, can those be omitted? The extra ones? ❤️+1
that was a very good tutorial ! thank you... however is this way better than to export in "datasmith" (unreal plug in), or what about the new "Send to unreal" pluggin or even the " UE to Rigify" plug in ????????????? link : www.unrealengine.com/en-US/blog/download-our-new-blender-addons?sessionInvalidated=true
Man, i'm so greatful for this video! I've ben passed many and many hours trying to import from blender to unreal! The solve was only to change the name "armature" to "root"! Thats a really good Tip! God Bless you! Thank you!
@Pontypants you must check out Epics Blender Tools. github.com/EpicGames/BlenderTools note you must also link your epic account to your GitHub account and vice versa to access this repo as it will show 404 error otherwise. There are 2 great plugins making blender exports to Unreal very easy with fully rigged characters and animations and materials! Tell me what you think!
I've been binging your videos the last few days and I like pretty much everything you say. However you use the light theme for Blender so hook me up to Punch-A-Bunch and lets settle this like big yellow adults.
Still trying to figure all of this out for 2 whole weeks now and I cant even get a simple idle and walk animation into UE4. Watched your tutorial and several more 10 maybe 20 times over and over and remade the animation and mesh a different way. I checked out stack exchange and so many other forums and posted so many questions with solutions by brilliant people but yet why the hell is modelling, animating, programming, graphics, design, and character conception so fucking easy but the BASIC GOD DAMN THING THAT IS COMMON KNOWLEDGE taking me so long? At this point I give up in game development, I am just not capable of this.
Anyone working at a scale of 0.01 in blender is insane, it's not only the clipping plane issues it's almost everything that go wonky like modifiers yielding unpredictable results, boolean, cloth issues, physic issues and more. So far the only real solution i have found is separate my workflow in 2 parts, part 1 is working at blender default scale of 1.0 for anything static meshes and export it and set the exporter to 0.01. Part 2 is using auto rig pro for character and animation export and you can also use Mr Mannequin that is free for that. The blender to ue4 tool from epic is still a joke compare to even some free exporter plugin.