Imported skeletal mesh rotated 90 degrees upon placement in game

Yes, I’m very aware this has been asked several times, however I’m still very unaware if there’s a solution to this problem or not.
So I created a character mesh in Maya, added bones and did all the necessary steps for a working skeletal mesh. I finally got around to importing and adding the default animations onto my skeletal mesh for now, except as soon as the animation blueprints are equipped, my character flips onto her back while floating in the air and Ive found no solution. All of the animations work correctly.

Is there a solution to this? Perhaps some way to rotate within blueprints?

Thank you in advance.

Hello Raquisite,

So from what you described you imported a .fbx from Maya for the use as a skeletal mesh with animations. As soon as you add the animation blueprint the character flips to their back.

All skeletal meshes and animations coming from Maya will be rotated 90 degrees off, (facing y-forward after import) Even Epic’s examples have this offset. All you have to do is rotate the skeletal mesh, in the Blueprint, to face x Forward.

Can you reimport the file from the fbx? If so, you can use the controls in FBX Import Options under Transform to rotate the incoming skeletal mesh. If the problem is while the mesh is standing on the x-y plane, you are normally talking about ‘Yaw’.

It sounds as if the skeletal mesh you have imported does not align with the animations you imported.

If you are still having a problem after looking into these troubleshoots then please post again with screenshots of your skeletal mesh in animation editor, a screenshot of what is happening when it breaks, and your animations.

I will then continue to investigate this issue.

Thank you,

Hm, I apparently am inept at figuring out how to rotate the mesh within the blueprints. Any chance you could guide me through it? Please forgive me for any inconveniences.

Hello Raquisite,

Not a problem. This is what we are here for.

Inside of your skeletal mesh > Skeleton section you have your list of joints. You can reorient your joints there. There is no way, from here that you can reorient the mesh itself. So if you selected your root joint you reorient your skeleton there.

Upon import of an .fbx you have a menu for .fbx import options. There is a section that deals with translation and orientation.

,
This is strange. What you suggested didn’t work I’m afraid. Unless I’m doing it wrong.

Just to be clear as this may help, my character is only a rig.
As far as I’m aware I’ve done everything properly when it comes to the bones, etc. And my plan was to use the default animations with my mesh for now, so I can have my test character in game while I work on other things.

The animation re targeting went smoothly, and the animations work, the mesh not deformed. As I said, the only problem is the rotation of my character.

The reason I’m saying this is because I’ve found if I alter the import rotation in any way, the skeletal mesh simply refuses to work with the default animations, and my character ends up massively deformed even after the ‘recursively set translation re targeting skeleton’ .

So, the only way the animations and mesh remain intact is to import as normal, and re target each bone as usual. I have no idea why this is.

Hey ,

I miss understood what you said earlier. I correctly rotated the character within the blueprint editor and everything seems to be working now. (Last time I just double clicked my mesh instead of actually editing the blueprint, then clicking mesh)

Thank you very much for your help!

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