Blender To Ue4



Hello,

I have been having an issue with getting a squash and stretch rig to behave correctly in UE4 after exporting from Blender. Particularly the issue is that the child bones for a character skeleton inherit the scale of the squash and stretch bones. As you can see here:

Blender To Ue4 Collision

Tom Wright and Mike Erwin discuss using Blender to make assets for UE4. Hi Travatron, as far as blender to UE4 via fbx the main things that have changed is the layout of the exporter plus the addition of some annoying default options like 'add leaf bones' and the fact it addes the armature as a root bone!!!!

  1. UE4 Speed Design: This playlist is intended to be a collection of speed designs resulting from my time practicing and improving my level creation skills. This Video: This is a tutorial that.
  2. I'm a hobbyist game developer who's currently working on moving from UDK to UE4. Does anyone have any good tips for creating UE4 assets in Blender?

The setup is two stretchy bones in the leg then two non-stretchy bones in the foot, then there are some extra bones to form a pelvis and root bone. What is odd is that the foot bone appears to be inheriting the scale of the stretching shin bone.

Blender to ue4 addon

Originally I created a simpler squash and stretch rig with one stretchy bone weighted to the cube and one non-stretchy child bone weighted to the sphere, shown below:

In this case however the child does not inherit the scale, so I am not sure why the leg behaves the way it does.

I have a feeling this is an issue to do with the IK setup on the leg. From other threads I have browsed it seems this seems to be an issue on the Blender export side of things. But perhaps there is a way to stop bones inheriting the scale values of parent bones inside Unreal?

Blender To Ue4 Plugin

If anyone has some advice on how to solve this I would be very grateful. Thank you.

The purpose of this page is to provide the required steps to import a map from Blender into UE4.

It is possible to use Blender as a rudimentary UE4 map authoring tool to create basic maps which can then be expanded inside the UE4 Editor.

Why use Blender to make UE4 maps?

Some users will be more efficient using Blender to create basic map meshes than using the tools within UE4.

Blender is able to handle the early stages of 'roughing out' a UE4 map.

Authoring the early 'roughing out' content of a map within Blender opens up the possibility to use Blender as part of the workflow. This is attractive to some members of the UE4 community with skills and experience in Blender.

Using Blender for this work will not detract from the overall quality of the final map produced.

Blender to ue4 fps rig

The most basic scenario is to create and export a rectangular prism. To achieve this objective two objects are required in Blender:

  • A rectangular prism to display in UE4 (visual); and
  • A rectangular prism for collision calculations in UE4 (physics).

If only a single general purpose mesh is provided, then within UE4 the player will “fall through” this mesh (if they are standing on it and if gravity is applicable) or walk through this mesh it is being used as a wall.

UE4 relies on the specific structure of the names of the exported meshes to understand the purpose of each mesh.

Naming Requirements

UE4 will read the name of each mesh when importing into UE4 to determine if a mesh is:

  • a display mesh; or
  • a collision mesh.

To create a rectangular prism for the UE4 player character to stand on requires:

  • a visual mesh (the rectangular prism which is displayed in UE4) can be named almost anything; and
  • the associated collision mesh (which is usually the exact same size and dimensions of the display mesh) will require a special name.
Blender To Ue4

There are four special collision mesh names. Each type depends on the shape of the collision mesh to be generated by UE4.

  • Box – UBX_[RenderMeshName]_##
  • Capsule – UCP_[RenderMeshName]_##
  • Sphere - USP_[RenderMeshName]_##
  • Convex Object – UCX_[RenderMeshName]_##

Blender To Ue4

UE4 will interpret the vertices in the collision mesh and then create a physics object corresponding. Therefore the collision mesh created in Blender is more akin to an instruction to UE4 than hard geometry physically depicting the shape of the object.

If a collision mesh is created within Blender as a rectangular prism but the name of that mesh includes the sphere prefix ('USP_') then UE4 will create a sphere collision object rather than the rectangular prism that was authored. Pay close attention to the names given to meshes in Blender.

The official guide to the collision meshes and their usage is found at:

The required workflow includes:

  1. create visual meshes in Blender including basic texture information;
  2. create collision meshes in Blender;
  3. select both visual and collision meshes in Blender and export to an FBX file;
  4. import the FBX file into UE4 as a static mesh;
  5. place the map into UE4; and
  6. update materials on the map as needed.

Textures/Materials from Blender to UE4

Blender To Ue4 Fps Rig

The materials used in Blender can be influence (but not completely control) the materials used by UE4. The connection is based on the material name. In summary the material process is:

Blender To Ue4 Animation Export Settings

  • set up UV coordinates on the display meshes (noting the collision mesh is never rendered and so never needs UV coordinates);
  • apply a material in Blender (empty is ok); and
  • in UE4, create a material with the same name and it should be applied to all the mesh elements that had that specific material applied in Blender.

Blender To Ue4 Export Settings

For any map that is more than a trivial placement of boxes it is a tedious process creating each related collision mesh after the visual meshes are created. The following python script which can be run in Blender will automate this process:

This script will:

Ue4 Skeleton Blender

  • take any selected meshes;
  • create a duplicate of them in layer 2 (collections in versions of Blender 2.80 or higher);
  • name these newly created meshes according to the format 'UXC_[mesh_name]_[number]' (this will allow UE4 to interpret these meshes as collision meshes).