Blender 2.78 FBX into UE4 Chaos

Hey guys, I’ve been trying to import a ragdoll/rigidbody setup I made in blender into UE4 for the last few days and have had zero luck. I’ve googled, and used the answer database here, tried various import/export settings and regardless of what I do - the Physics Asset generated is wrong. When I hit simulate my mesh becomes a massive spiking abstraction. Is this even possible or am I wasting my time?

Hi LocalJoke,

Alright, if this doesn’t work for you I’ll dive back into a couple projects and double check how I got it working.

I’ve had the same issue in the past, and I believe the fix was to remove the physics body from the root bone. Try removing that, and if it doesn’t fix the problem, move one bone down the hierarchy and try again.

Obviously the resulting issue from that fix is that your root bone no longer has a physics body. An easy workaround for that is to add a bone between the root and the rest of your armature, and add the physics body to the new bone.

Hopefully that made sense. I am unaware of the root cause (pun shamelessly intended) of the issue, but I’ve used this fix and gotten fully functional results in the past.

Cheers,
-Noah