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How avoid potential errors

BleuRaven edited this page Feb 27, 2024 · 14 revisions

Blender For Unreal Engine includes a error checker to prevent the all potential problems. You have an explanation of the problem and how to solve it. In addition to the possibility in certain cases of correcting the problem automatically.

This doc is just a list of potential error with explanations. In progress...

Multiple Root Bones

Unreal Engine support only one root bone in a Skeletal Mesh. If the armature is not named "Armature" Unreal Engine will create a new root bone. This is wrong because the root bone will have a scale of 100 and this produce physics errors.

For fix the multiple root bones: Add a new bone to the Armature and name it "Root" then attach the other root bones to the new bone.

Note: With my addon all skeletal mesh are exported with the name "Armature" for avoid physics errors. You can change this in Addon preferences.

More info here: Skeleton & Root bone

Bendy Bone

Bendy bones are not supported by Unreal Engine, so that better to disable it if you want the same animation in Unreal Engine and blender.

Non Relative Scale

In Unreal Engine you can't do extremes scaling like zero scale or non relative scale.
NonRelativeScaleBreakInUE

Armature Child With Bone Parent

If you use Parent Bone to parent your mesh to your armature the import will fail. Unreal Engine use the vertex groups so you need use vertex groups for parent your mesh.

Scene Frame rate

Frame rate denominator and numerator must be an int32 over zero.
Float denominator and numerator is not supported in Unreal Engine Sequencer.

image

More info:

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