I’ve tried exporting a model from Blender 2.76b to UE4.10 as an .fbx, but the Morph Targets refuse to show up. Using the FBX 7.4 binary exporter, everything works beautifully, textures and materials are created nicely, the model stands upright and has correct scale… but the morph targets simply don’t show up on the explorer (import settings pasted below).
The salt-in-the-wounds is that, when exporting with FBX 6.1 ASCII (the only other option), the morph targets actually do show up, even if they’re not really working properly (not quiiite morphing as they should, but at least it works), but the import’s all broken, with the character rotated 90º on X, TINY scale and the animations seem to change the model’s size and direction. Sorry about no screenshots for this bit, but it’s like 10 minutes to import them each time and I can’t be ■■■■■ anymore.
Am I doing something wrong? Is there any workaround? Thanks.
Make sure the character is the only thing in your Blender scene, or just select it and choose “selected objects” under your export settings
If possible, try combining all the separate objects that make up the character into one. Blender to UE4 seems to work a little wonky when you put multiple objects (not including armatures) into the same fbx file
I did inadvertently find out what was causing problems for me on FBX 7.4 exporter.
On the Geometries sub-tab on the export menu, there’s an Apply Modifiers button that’s turned on by default, and reading the alt-text I noticed that it explicitly said it prevents exporting shape keys (morph targets).
So, yeah, just turn off the Apply Modifiers button and apply them manually before exporting.
That wasn’t the problem (I actually did manage to find what was screwing with the export), but I thank you anyway for the quick responses and helping hand. Cheers!