Blender Export : Skeletal Mesh Problems (Bounds & Blend Shapes)
Hey there... I have two problems when I try to import my animated Blender-Character into UE4:
If it helps, here are my Export/Import-Settings:
Help would be greatly appreciated.
asked Jul 07 '14 at 10:23 PM in Using UE4
Hi, this is late but I think I figured out the morph problem!
In blender, if the pose the character has upon export is different from whatever Unreal Engine decides is the default, all the morph targets/blend targets will include that pose! To fix, just set the Blender pose to whatever UE4 thinks is the default, save and export to FBX, and the morph targets will look normal.
(To check for this bug, open the skeletal mesh file in UE4 and apply several morph targets; if the model stretches further and further with each morph, this is the problem).
answered Aug 13 '14 at 11:05 PM
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