Can not rotate collision body on linux

Hello! I’m trying to make a vehicle accordingly to the official manual and facing the trouble marked above. I have created a model in Blender 3D 2.74 (official build), since I know about the needed alignment, I created it straight along the X-axis, without any rotation, and the same way I created an armature.

I have started with a blank level, imported skeletal mesh, etc… added a box collision body and noticed that its axis aren’t aligned properly. I rotated the box, but I can’t do the same to the spheric collision bodies. I rotate it around the Z-axis, but once I release the mouse button, the body takes it’s initial position just like it is spring-loaded.

The bug is in 4.8.0 and 4.8.2 versions of UE4 from official Epic Games GitHub.
I use Kubuntu 14.04.2 with russian locale if it is important.

Hi mageaster,

Thank you for the report. We have assigned one of our technicians to investigate your issue and they will be posting here as soon as they are available.

Hi mageaster,

I’m a bit confused. Are you saying that the blender model specifically is not working correctly or is it an error with the method shown in the car tutorial? Are you following this tutorial? How to Set up Vehicles in Unreal Engine | Unreal Engine 5.1 Documentation

If not, which tutorial are you currently utilizing?

Hello, , thanks for your answer! I’m following the next part of this tutorial - “Vehicle Art Setup”. I’ve mentioned the blender model just to cut off doubts in that all was made properly. The fact is that spherical collision body spawns in the PHaT with wrong axis direction relatively to the world axis (body’s X along world’s Y an vice versa). And I cannot rotate them to the right direction. As the result - the vehicle goes like scared dr. Zoidberg.

I’ve uploaded a pack with my assets here

Hi mageaster,

After downloading the assets from your other post, I do see some odd things with the axis but I can’t pinpoint the reason. Would it be possible for you to upload the blender file itself or, if that is not available, the .fbx file? I want to look at it in blender to be sure that there aren’t any issues there and it would help me pinpoint if this may be an issue that is localized to Linux only.

Hi ! Sure, here it is.

Hi mageaster,

It seems like the exporting was where the problem occurred. The tutorial that you were following was made for Maya and it seems like the export settings need to be slightly different in Blender. If you export from Blender with -Y forward and Z up, it’ll become X forward and Z up once you import to UE4. You can refer to the following forum post to find out some more information that the community has put together about using Blender with UE4:

Hope this helps,

Hi . Well… I’ve made some tests on import/export and even was able to make the car to move forward, but the camera became acting very strange. It is placed upper behind the car in the plueprint, but in-game it turns up on the right side of it. I’ve decided to create all blueprints from scratch and now it just flies away after the game start. I shall continue to try to achieve the proper result.

And thank you for your time.

Of course, we’re here to help. You may want to attempt using a spring arm for the camera to keep it in a steady position, you can find more about doing that in this video:

https://www…com/watch?v=9ariPx6M33o&list=PLZlv_N0_O1gaz6eETtIxcmUDnqu5A-8At

If this does not work, or you require any more assistance with this or other issues, please feel free to open another answerhub post.

Have a nice day,

Thanks for your answer! The spring arm is the next checkpoint to study I’m aiming to. I’ve already solved the problem actually. I exported the model Y-aligned from Blender 2.75a just as you said - with -Y forward and Z up options and imported it without any transformation tuning. Then just replaced the camera and all works!