Imported Animations have multiplied keys and frames

Firstly, I’m only having this issue on 4.18. I have tested it on 4.17 and 4.16, both work perfectly fine.

I’ve made a couple animations for my character on Blender, at 60fps. When importing those animations to Unreal (4.18), the keys and frames get multiplied by large amounts. This doesn’t happen on 4.17. Here are the screenshots of my import settings and results.

These are my settings for 4.18

These are for 4.17

Here are the results:

228982-keys4-18.png

Number of keys: 9601

228983-keys4-17.png

Number of keys: 301, which is what I originally created.
This wouldn’t be so much of a problem if one of them wasn’t 500KB and the other 15KB

What is causing this? If it is a bug, I can file a report but I’d like a more immediate solution if these is any.

Edit: Use Default Sample Rate isn’t a desirable solution as my animations are 60fps and I’d like them to stay that way.

I have this issue too, you can just migrate animation from 4.17 on 4.18

That is currently how I handle it, but it is frustrating to do. Especially since I cant just migrate the sequences but also have to migrate the skeleton with it every time.
I should better file a report.

you found any solution? im in the same trouble with 4.18 . Thanks

actually i use maya for animation and haven’t found any issues wiith animation import in 4.18… not sure but it might be some issue with baking animations… just guessing though

i have the issue exporting the fbx from blender to ue4. With the same configuration ever, but in 4.18 dont works well

Nope, no solutions. I filed a bug report but they didn’t respond to that either.
Im using the workaround provided above.

Have you tried using FBX 6.1 instead of 7.4? I found that it fixes some of my issues with 4.18.3.

TO RESOLVE THE PROBLEM!! i found the solution on a thread:

"Until 4.17, doesn’t need check “Use Default Sample Rate” in FBX import option.

But, in 4.18, if you don’t check it, you will fail import animation."

i have tried in 4.18.3 , and works. I can reimport “failed” animations too if i check “use default sample rate” and fix the problem.

I hope its help

1 Like

Either I didn’t understand what you’re saying or you didn’t read the post carefully.
I don’t fail to import animations, they get important with way too many keyframes hence too much size. Also I wrote;
Use Default Sample Rate isn’t a desirable solution as my animations are 60fps and I’d like them to stay that way.

This helped me, but i didn’t have the same problem as OP. My 12 frame animation (with 3 key frames: start, middle, end) was importing as just 3 frames… Which i guess is fine, it was still the same animation just way faster. Checking this box made it normal.

i read that all the animations in the engine are set in 30 fps (the default sample rate), and the engine itself interpolate to 60ps, 120fps or the frame rate thats he need for the target device. And crop if need to downgrade the sample rate (for mobile, low end devices,etc). Its an engine automatic thing. We dont be worried to make the animations in 120fps, we need to make them in 30fps and every will work fine (or if we are doing in more fps, check the “use default sample rate” to prevent problems like this, have a huge keys and animantion size in kb). if im wrong please correct me

Hi all,
I’m using Blender 2.79 coupled with UE4.20.3 .
You could import to UE4.17 or just model everything in 30 FPS and set in Blender to 30FPS, and then scale the animation in the Animation Pane in UE4.

You basically get the same effect. However, the change will only manifest itself in Game Mode. But you will double the speed of the animation if that’s what you’re after.

270955-scale.jpg