Blender FBX Export -> UE4 Re-Import Problem

Hello,

Using 4.10.2 and Trying out the Blender, UE4 Pipeline. It seems the “Imported Asset → Reimport” on Animations does not work. But importing the same Animations from the FBX file overwrites them correctly.

I can reproduce it this way:

  • Export Mesh + Animation in Blender
  • Import into UE4 → Animations work prefectly
  • Save all Assets
  • Mark One or All of the Animations
  • Choose Remport from Context Menu

All Animations get the first Action Animation defined in Blender.

Workaround:

  • Import from the same FBX file
  • Remove Option to import mesh
  • Choose skeleton from previous Import
  • All Animations get Updated correctly

As it seems the reimport is missing some information about what Animation to use as replacement for each Animation from the FBX file.

Besides that, having lots of fun with the Engine :]

Hi RyuuKishiSama,

Unfortunately I haven’t been able to reproduce this error on my end.

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this error on my end?
  • Is this limited to one asset/animation?
  • What Blender version are you currently using?
  • What export and import options are you using?

Hello , thanks for your time.

  • Yes it occurs in a clean blank Project, i just tested it.
  • Is there a way to send you my FBX file? I guess you could try it with it.
  • The Steps would be : Empty Project, With starter content, import FBX, Check the box to Import animations, mark the Animations, right click, Reimport
  • All Animations then will get messed up
  • I am using Windows 64 Bit Version v2.76

My Export and Import Options are (the Object selected is the Armature with the Mesh):

77213-blenderfbx1.png

77214-blenderfbx2.png

77215-blenderfbx3.png

77216-blenderfbx4.png

if you put the .fbx and .blend file in a . file and post the . file here, I’ll be able to take a look.

-removed-

I was able to reproduce this and have entered a bug report, UE-26485, to be assessed by the development staff.

Thank you!

There are some workflows that let you split up your blender fbx export into several fbx files for animations, mesh and skeleton.
I am fine with the “all in one” approach right now though.

I too have wondered about this. When unreal breaks the fbx into seperate files, skeletal mesh, model and animations there isn’t a way to reimport only one of these pieces when a change is made in blender. One has to reexport entire model and reimport for the change to take place. Also sometimes extra animations that are non existent in blender appear in unreal. A set of animations of the skeletal which don’t work and a set for the model.