Importing Blender .FBX issues in 4.16

I’m fairly new to Unreal Engine 4/Blender, so this could just be me not understanding or having enabled/disabled options without remembering.

I’ve just started trying patch 4.16 and have found that none of my blender animations import properly, despite them all working just fine in 5.15.3. Some of them don’t import at all.

My reproduction steps are opening up two new blank projects, one in 5.15.3 and one in 5.16, and attempting to import the same FBX file into each. All import settings in Unreal are the same between both versions.

This skeletal mesh won’t import at all, saying that multiple roots aren’t supported in 4.16 but working perfectly in 4.15.3. 5.15.3 is on the right in the video.


My FBX files that do import have their animations scale miniaturized, while the mesh itself is the correct size. This issue is not happening to me in 4.15.3. 5.15.3 is again on the right. Testing with a single bone cube, a simple animation of it moving up and down.

got a similar problem http://prntscr.com/fe7mfx
animations get imported but its so small its invisible
(only happens in 4.16)

Its related to the fix on “Armature bone”, some people were getting broken animations because of an extra bone called “armature”, in 4.16 it removes that bone, but for us it NOW breaks the animations, if i rename the “Armature” to “Root”, unreal engine wont try to delete it, and the animations will work

Hey ,
It is just AWESOME that the Armature bone is no more there, but having the same issue with 4.16. The animation scale is 10 time smaller than the original mesh. I managed to get the skeleton and the mesh imported in Unreal with even size by playing with settings in Blender and fbx exported but then the root motion is moving the object so so little that actually matches the objects movement if it is still small… Need fix for this so much !

Any news on this !?
I couldn’t find anything!

Thanks !

There is still problem when having root motion animations!

check out the answers (not the selected one) on https://answers.unrealengine.com/questions/350406/blender-to-ue4-amaturebone-rotation-scale-problem.html
i believe the problem is the scale, i also had to change scale on blender for Physics body to work, maybe its the same problem

for reference:
"I had this problem with the default scene settings. After changing the scene units to meters and 0.01 scale (and resizing everything) things are now working perfectly. Are you sure you have applied the transforms in blender? Scene scale should be 0.01, armature scale should be 1.000 and the mesh scale should also be 1.000. The z dimensions of your mesh should say 2m or something in that ballpark. No scaling in the fbx export settings. This should fix the issue assuming you’re using the latest blender version (2.76b at this time). "

  • cyaoeu

Hey, thanks for the reply. I am aware of the need to apply scaling in blender before export but the problem comes when you have an animated character. You can not actually apply scale to it in Blender because the animations get broken. I am having a model using Root motion animations which was done for another game engine which supports scaling of the whole FBX including the animation curves. Now when i want to use it inside Unreal i am having issues with the animations only and i think it is happening only when you enable the Root Motion in the animation asset. The mesh itself, i managed to import at proper size by using Uniform scale in import settings, but the animation assets are still 10 times smaller after model is imported. When i drag them to the scene compared to the Mesh itself they are much smaller.

I believe two two solutions are possible:

  • having the possibility to apply scaling to animation curves in Blender with some tool (the best solution)
  • or having Epic adjust the animation curves at import based on the scaling factor.

Btw i am using Blender 2.78c !