I am sure it’s been discussed many times, but is there a final doc/wiki explaining quirks of Blender to UE4 workflow ?
Blender to UE4 - FBX - Error - Video Example Included. Epic Skeleton Template imports bones incorrectly into Blender. Of normals and tangents. Since both Blender and UE4 use the same tangent space, MikkTSpace, the model can be rendered in the engine as close as it was in Blender. This is most important when importing models used with skeletal animation because it's the only way you can preserve smoothing groups. Transfer character animations between Blender and UE4 in one click – if your scene scale is right The add-ons provide a one-click transfer workflow, automatically converting Blender characters for use with UE4’s default Mannequin, and UE4 rigs for use with Blender’s Rigify auto-rigging add-on.
For example, Blender has X axis as axis of symmetry for animators. So character in Blender would have to face -Y axis in order for animator to be able to animate efficiently and copy/paste mirrored poses. I am sure character has to be facing +X in UE4. How do you resolve this problem?
How do you export each Action into a separate FBX? (in a batch, not manually one by one)
Blender To Ue4 Hair Particle
What’s the naming convention for bones?
In what scale should I work in Blender in order to get static and animated models to show up in UE4 appropriately ? (maybe there is a template .blend file with scale set up?)
Blender To Ue4 Proper Scale
For any motion (walk/run/jump, etc.), does the root bone have to move or should it all be done on-spot ?
Blender To Ue4 Animation Export Settings