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How do I properly Import characters with multiple seperate parts within a single FBX file?

I'm trying to convert my Unity project assets over to UE4 as I'm finding that it may suit my needs better. The way I'm making character models, or was making for Unity, is that I have a character's base body mesh variants, hair styles, clothing and such all in one file so I could easily make sure everything animated correctly and looked right. Also, upon import, Unity keeps all of these parts separate and animates the parts as long as the skeleton has been parented to them and the bone weights are set correctly. I can then manage how to put the parts together for customization and armor/clothing swap in C#. I've been trying to get a similar workflow but I either can only get a whole mesh that works with animations or separate static meshes that do not. What am I doing wrong or do I simply have to export each part as a skeletal mesh then add them as components to my character game object? Is it less easy to get a separate clothing mesh to move properly with the character?

Product Version: UE 4.14
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asked Jan 04 '17 at 11:43 AM in Using UE4

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Think UE4 merges all elements into a skeletal mesh. So if you need to have things seperate, then i assume you need to import them one at a time, and use the same skeleton, and hook up several skeletal meshes (for each part you have, hair, cloth etc) and use the Master Pose Component node to use the main skeleton's animation for all parts.

If it's possible in a different way, im not aware of it. Anyway hope this helps.

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answered Jan 04 '17 at 11:58 AM

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avatar image Beal1979 Jan 05 '17 at 12:08 PM

Through a bit of trial and error this pretty much works. I simply have to select the mesh for each part AND the skeleton/armature in Blender, exporting each one individually. It does make a skeleton for each part, but that probably won't cause any problems. I found help about the Set Master Pose Component and I think it's saying you have to have a skeleton for each part. Thanks for your help.

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