BleuRaven writes:
This Add-on allows you to export content created with Blender to Unreal Engine 4. It works with Blender 2.8 and earlier versions.
Working on object packs for Unreal Engine 4 can be tedious with Blender. That's why I created the Add-on: "Blender for UnrealEngine". It simplifies the method of exporting from Blender to Unreal Engine 4 by allowing you to export all the assets of a scene at the same time. It even automatically distributes them in a proper tree structure in correlation with the Unreal Engine 4 pipeline!
- Sockets and collision shapes are created directly in Blender.
- You can precisely choose which animations need to be exported.
It includes an error checker to prevent potential problems and generate python scripts that can be used in Unreal Engine 4 to import the Camera Objects and Animations from your Blender project to a Level Sequence in Unreal Engine 4. All Camera Objects and their animations will import as Camera Actors.
It is free open source and works on Blender 2.8!
45 Comments
I'm so glad somebody made this happen. Thank you! Definitely gonna be checking this one out.
Just wow! Thank You 1000 th times!
its not wokrign for me whe i donwload it , its not showing up in blender
Hey Jay, you need use releases versions https://github.com/xavier150/Blender-For-UnrealEngine-Addons/releases/tag/v.0.2.3b
Thanks Xavier for this awesome addon!
Hi
I'm really, really new with Blender (only been using it for around 3 days now, I've been experimenting with trying to export my projects as xbf files and import into unreal. While I've managed to sort most errors out I keep getting errors about "nearly zero tangents", will this addon in any way help to resolve this issue as I'm at a loss of how to fix this?
Hey Jamie,
You need use .fbx file, My addon can help to avoid problems with the Check potential errors detector
https://github.com/xavier150/Blender-For-UnrealEngine-Addons/blob/master/Tuto/How%20export%20assets%20from%20Blender.md#export-process
Hi
Thanks for your reply I appreciate that. I have been exporting using .xbf but still these tangent errors show up when importing in unreal, I have just found out there's a tangent button in Blender that I need to make sure is checked that I hadn't noticed before (as I said, I'm very new lol) so when I get chance I'll check to make sure that is ticked. But I will install your addon regardless as it seems like a good bit of kit to have. I just wish I knew someone in real life who was as good with blender as you seem to be haha.
Okay, good luck, thanks ^^
Hey,
Love the addon, works great, I just have a question and its probably a stupid one, but i have a bunch of assets that i dont want to export all every single time, is there a way to tell it to export selected objects without having to go through each asset and set it from recursive export to auto? Thanks!
Hello!
Sorry for the delay. Thanks ! and yes in the last version you can cheak "Export only select" :)
Thanks for getting back to me, awesome to hear! thank you for the awesome addon and keep up the awesome work!
Thanks you ! :3
Is the addon compatible to Linux? I use Ubuntu because it runs smoother.
Yeah the Addon work on all OS with Blender :)
Alright. I had it installed and watched the video. But there is a problem.
I tried importing a model into UE4, and it's not detecting it for some reason.
Not detecting ? You don't see the fbx files ? If you use the import script you can send me the error text ?
All I did was click on a button. Here is the file UE4 is not seeing.
SM_50 Dinar Platinum Piece.fbx
Okay, I found the problem. UE4 was reasing ExportedFbx\StaticMesh\ as two separate folders instead of one.
Oh it's weird, I note
Brazil loves you
Yay :D
Awesome, I love it, especially because I'm always forgetting the right axis settings etc :'D Using it right now... The only thing I'd wish for (and maybe thats already possible and i just don't know about it) is that when e.g. exporting several game objects that I've placed in blender already correctly that they could be put into the active UE scene somehow at the place they were in blender. This way i could set up the whole scene in blender and kinda move everything as it is positioned into UE :) Now I'm kinda dragging every single asset to it's rightful place once more, not sure if that's even possible, diving into UE right now after quite some time off and I forgot quite a lot hihi
Anyways thanks so much for this, like it very much
Thanks you! :3 This is not yet possible but there are more and more people who would like it to be possible, I would add little to be this in the next versions
i found the workaround at least for static objects for my small game -> unchecking the move to center option. it's so small that it's not necessary for me to re-arrange stuff so if the pivot is at 0,0,0 doesn't matter :) but great that you actually work on it so the pivots can be preserved.... Guess that will be mainly the task for the import script. really good job, you have thought of so much already :)
Happy to hear! If you want keep the objects at the same place than in Blender you can look too about exporting with collections https://github.com/xavier150/Blender-For-UnrealEngine-Addons/blob/master/Tuto/How%20export%20assets%20from%20Blender.md#export-collection-like-a-staticmesh
And thanks! ^^ I make sure that my addon saves as much time as possible and that it is adaptable to all workflows
How do I export custom collision properly? With your addon I've created it as UBX cubes and it exporting it as separate fbx files, so unreal can't see them.
Hello Dalton!
Your collision box should be a child of your mesh.
You can read the docs here: https://github.com/xavier150/Blender-For-UnrealEngine-Addons/blob/master/Tuto/How%20export%20assets%20from%20Blender.md
I'm having issues importing a Blender Camera animation into Unreal. I created the animation. Chose camera and Import Sequence Script as Exports. Changed export type to Export Recursive. Set up my Unreal import location and Sequence Import location. Exported. Clicked Import Seq Script and pasted it into Unreal's Execute Python Script. Unreal creates a sequence and a camera, but does not create the key frames. Is there something I'm missing. I need to figure this out as soon as possible because a have a ton of post production camera tracks I need to do and the set extensions were built in Unreal.
Hello BLACKWOOD3800!
You can send me the file ? I will try to found what wrong.
You can contact me by email: [email protected] or on Discord: BleuRaven#6404
The addon does a great job with scale support, but it messes up the animation a bit. Cause when I export the animation into the fbx file, it scales up the f-curves from the keyframes (it only happens in the project file, the fbx file doesn't have that issue) and the animation accuracy is really small (the feet don't stay still on the ground and the foot roll gave no result), is it because this addon doesn't support copy constraints?
Hello maker,
My addon should support copy constraints in rig and the animation should not be messes up. You can send me the file with detail? I will try to found what wrong on it for correct the addon.
[email protected]
btw tipp: if possible, what i do before i start creating game objects is exporting the mannequin out of an unreal template like fps, top down view, 3rd person view, or whatever fits your project as FBX, and then import it into blender. This way you immediately know what size your objects have to be as you can see the size of the mannequin in blender. This way you immediately have the correct sizes and all the physics etc are automatically correct if you have the right size. I'd clearly fix the size in your 3D program before exporting, not sure about animations, as this is quite tricky if possible at all, so they should be created with the right scaling from the start ;)
Sure ^^
I wonder if UE4 will ever have "Export to .blend"? ;-)
You can export the full scene as FBX file and import in Blender :p
Hi BLEURAVEN, i really appreciate all your work, i've already seen a lot of tutorials, but i'm having a MAJOR issue which is that i can't use the Addon. I'll explain my several problems to see if you can help me
First the install. I follow the steps and after i click the .zip folder or the extracted folder for 2.8 Blender, the Addon Doesn't show up in my addons list. The next shows up in the console:
Modules Installed () from 'D:\\Epic Games\\Blender-For-UnrealEngine-Addons-master.zip' into 'C:\\Users\\p*******\\AppData\\Roaming\\Blender Foundation\\Blender\\2.83\\scripts\\addons'
So apparently the addon was installing but not showing. Next thing i tried was copy the addon folder manually. This time the addon did show up in the list but broken, i couldn't activate it. Next error jump up in the console:
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\modules\addon_utils.py", line 351, in enable
mod = __import__(module_name)
ModuleNotFoundError: No module named 'blender_for-unrealengine 2'
Sooo. I had this genius idea: Change the name of the folder and removing all dots and capital letters so instead of "blender-for-unrealengine 2.8" now i had "blender_for_unrealengine_2_8"
With that change the addon now appears in the list, and can be activate it!!!! But there´s one more problem to solve, and that is that the addon doesnt do anything, nor show me anything like in the nex picture
https://pasteboard.co/Jl3qj05.jpg
Basically nothing is showing up in the addon except for the 'Collection Properties panel' tab.
I tried with a simple CUbe, with other rigs, and nothing happens. I already uninstalled Blender three times and stumble across every single one of this problems again and again, so i'm running out of options now.
I hope you could help me solve this mistery. Anything i can do to help you help me it's in my best interest.
So, thank you in advance for all the work you already done and i hope you can help me with this.
Hi ponch!
That because you downloaded the master file with all sources files,
but you just need download the file "blender-for-unrealengine_2.8.zip" in release page here:
https://github.com/xavier150/Blender-For-UnrealEngine-Addons/releases :)
Oh sweet lady mother of ravens you fuckin rock! That totally solve all my madness. Thank you so much!
will textures already in the material channels already linked in the mesh?
pbr material settings too?
Fbx export can export some material settings and textures but that better to import it manualy in Unreal Engine
Hey! So for some reason it only recognices 2 assests from several in blender. I have a living room and it only recognizes the floor and an art scene. Anythoughts? I have blender 2.9
Hey Daniel,
You can write an issue in GitHub https://github.com/xavier150/Blender-For-UnrealEngine-Addons/issues and send me the file ? with addon version, I will try to found what wrong.
Hey Daniel, I'm BleuRaven I have a connexion problem. :v
You can write an issue in GitHub https://github.com/xavier150/Blender-For-UnrealEngine-Addons/issues and send me the file ? with addon version, I will try to found what wrong.
Thank you for sharing this with the Blender community, such a great tool!