BleuRaven writes:
This addons allows you to export content created with Blender to Unreal Engine 4.
Working on object packs for Unreal Engine 4 can be complicated with Blender. That's why I created the Addons "Blender for UnrealEngine". It simplifies the procedure of the export, allows to export all the Assets of a scene at the same time, distributed them in a proper tree structure in correlation with the UnrealEngine Pipeline.
- The socket and collision shapes is done directly in Blender.
- You can choose precisely the different animations that need to be exported.
- Also the addon includes a potential error checker to avoid problems with exporting.
- And since the last version it is possible to generate scripts for unreal who will import the assets or generate level sequencer
38 Comments
Awesome add-on, HUGE time-saver!!! I've discovered it recently and have been using it ever since!
Awesome! I stopped using Unreal as the collisions were just not working for me. With this ill give it another shot. Thanks
Great! I have to test this :)
How does it handle the materials? Does it respect material instances?
Cheers!
Sorry, export of materials and textures are not supported at this time
Then your addon is more or less a replacement and more advanced version os the Capsule addon, am I right?
Thanks for the addon! I have to try it but it looks cool! :)
I did not know capsule before, but it's similar about fbx export
Thanks ^^
Yes, the interesting part of yours are theimport scripts, I have to check this.
Also, do you support instances to assemble the Unreal level?
Cheers!
@JuanGea This is not expected, the asset is exported according to the object directly without looking whether the mesh is instantiating or not, it takes into account the collisions animations the type of Mesh with parameters in function I think in the next version add the management of Lod, and later why not the management of Materials and Textures :D (Sorry for my english)
I wanted to ask if, does this addon exports the assests together with materials and textures, as 3ds Max does?
Sorry, export of materials and textures are not supported at this time
That's sounds interesting! I check this out.Thanks !
This add-on exports objects with their own origin. To recreate original locations of objects in UE4 we need to place meshes with the script, right? Or is there a simplier way?
No, you just have to set the origin, In ue4 this point are the center of the asset ^^ http://image.noelshack.com/fichiers/2018/38/4/1537435182-origin.jpg
do I also need to check the scale before exporting or this add-on will automatically fix that for me?
because I have experienced that exporting in blender to ue4 is kinda problem on scaling compared to unity that drag and drop and your scale is good to go in blender to ue4 is different you need to set the scale first. I hope you can understand me.
No need, this is managed by the addons, 2 distance unit in Blender is equal to 2 metres in Unreal :)
so if i make 1 meter cube then it will be 1 meter cube in ue4 without doing any scaling just use this exporter and done right?
Yes !
No need, this is managed by the addons, 2 distance unit in Blender is equal to 2 metres in Unreal :)
Does this fix that extra-bone-in-export which makes Root Motion not work in UE4?
Hello Drinksbelly,
Yes if you donwload Rev 0.2.2 or Rev 0.2.2b https://github.com/xavier150/Blender-For-UnrealEngine-Addons/releases/tag/v.0.2.2b The all skeletal mesh are exported with the root joint named as Armature for be skiped in Unreal but this cause problem with the animations, the animations have a size 100 times too small. So I recommend to use version next version.
I'll add an option to choose if we want the root joint.
when will this plugin be updated to 2.8?
Hello Gavin, Yes since the version 0.2.2
I have a doubt. Can we use blendrig to UE4 as it have mesh deform cage technique direct import of FBX won't transfer animation data happened on the mesh.
This addon able to resolve it??
Hello Animatoriz,
With UE4 you can use Alembic animation, if you use deform cage
https://docs.unrealengine.com/en-us/Engine/Content/AlembicImporter
But this is not managed by the addon
Installation doesn't seems to do anything in the latest build. :(
Hi ! can you send me the consol log ?
- Go to C:\Users\[YourUser]\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons and if the folder blender-for-unrealengine exist remove it
- Open Blender and open the system console
- Try to install the addon, them send me the all the content of the console in a .txt file (ctrl + a for select all in the console)
I am talking about 2.8, as of 19th of May.
Good morning,
So I have opened clean default scene, imported from file.
The console contains only this:
"bpy.data.window_managers["WinMan"].addon_search = ""
Modules Installed () from 'C:\\Users\\...\\Downloads\\Blender-For-UnrealEngine-Addons-master.zip' into 'C:\\Users\\...\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons' "
So it copies all the files in the appropriate add-on folder, but then the add-on is not visible in the list (preferences > Add-ons). Tried it a few times already on a different machine with fresh today's build of 2.8.
Morning !
I just understood the problem, you use the master.zip from github but you need use the files in releases page https://github.com/xavier150/Blender-For-UnrealEngine-Addons/releases
blender-for-unrealengine.0.2.2d_Blender2.8.zip for blender 2.8
Good morning!
Oh, I think you right! My bad! Thanks a lot for the help!
Will install it later today!
Cheers
Hello, thank you for this addon, very useful and handy.
I noticed that when I try to export an animation from the most recent versions of Blender 2.8 I receive this error:
Traceback (most recent call last):
File "...\__init__.py", line 1150, in execute
bfu_exportasset.ExportForUnrealEngine()
File "...\bfu_exportasset.py", line 460, in ExportForUnrealEngine
PrepareAndSaveDataForExport()
File "...\bfu_exportasset.py", line 432, in PrepareAndSaveDataForExport
ExportAllAssetByList(GetAllobjectsByExportType("export_recursive"))
File "...\bfu_exportasset.py", line 367, in ExportAllAssetByList
ExportSingleFbxAction(animExportDir, GetActionExportFileName(obj, action), obj, action, "Action")
File "...\bfu_exportasset.py", line 60, in ExportSingleFbxAction
ResetArmaturePose(obj)
File "...\bfu_basics.py", line 109, in ResetArmaturePose
bpy.context.scene.update()
AttributeError: 'Scene' object has no attribute 'update'
location: :-1
Hello Megisto !
Thanks for the feedback, in the last version of 2.8 bpy.context.scene.update() have be removed and this do script error, I fixit in 0.2.3 : https://trello.com/c/Yz8Fn9Hn/28-blender-for-unreal-engine-addon-23
In zipped addon > bfu_basics.py > line 109 remove the line bpy.context.scene.update() for fixit
Thank you very much, works like a charm.
Now I also found the positioning button so I can actually transfer all my totally static meshes already in place :D So far I haven't tried much exports for anything else than meshes but it works smoothly everytime. The import script is great as well!! so much time saved, thanks a lot!!!
It's a pleasure! :3 This addon was made to save a lot of time
The Addon Works like a Charm !
There is only one query - I was able to send my meshes to unreal with no problem but when I send my camera it takes the position but doesn't seem to have the same focal length. I use the Blackmagic Production Camera 4k Preset in Blender. Is there any way to fix this ? Or do I have to use a specific preset in Blender ?
Thanks!
And yeah, in a update of blender or Unreal the focal unit has changed. So the focal length is wrong. I will publish a update this week end to correct this!
Hello Tien,
That now fixed ^^
https://github.com/xavier150/Blender-For-UnrealEngine-Addons/releases