if you use the import into level option under the file tab in the top left you can import using the quick method while preserving the origin points of each mesh (will also generate a blueprint laid out in the same way as the exported scene from blender) 😃
But.. If you want to reimport one of the only one of those meshes, you run into one or more problems. For example, when I reimport a single mesh from the group, UE just crashes. Other people have reported that all meshes combine after reimporting a single mesh. I also think it's time consuming to have to eyeball the position of each mesh or copy the exact world coordinates so it matches the same location it was in Blender. Imagine doing archviz this way. We need to have access to both local and world coordinates when adding a mesh to the editor window.
i've seen this video a total of 4 diff times. i think its time i finally get started lol. thank you for taking time out to make this for beginners like me! thank you 100x!
I haven't tried it yet. I believe you. But, It is ashame that you cannot, during your second process, select the first and then last Mesh in the Content Browser and drag it into your scene to re-create the exact placement(s) as in Blender. Gosh, I think I'd rather just re-center the origin point manually than have to reassemble my scene. There used to be way to do this via Blueprints, but I am uncertain if in UE5 they did away with it. Good video. Thanks.
I don't know Unreal but I know this sort of software. No one would ever reassemble their scene manually. It's ridiculous. There is a better way. I don't know what that better way is, but I know it exists.
With exporting as USD you getting the best of both world. Right pivot point + scene placements. But its unfortunately still in Beta in Unreal and Textures/Materials + Material Slots are not transferred properly and the Scale is off. Maybe in the future this gets fixed or maybe in combination with Omniverse from Nvidia it will be easier to transfer assets seemlessley in realtime. 😏
Thank you so much for the help! i was having lots of trouble with this but eventually i retraced my steps and realized I wasnt selecting the object in blender along with the fact that I wasn't clicking the "limit to selected objects" box. gosh these 3d softwares are difficult.
I have been trying to use models from blender and CC3, exporting them to Unreal, i always get an error or warning about smoothing. Thank god you mentioned it. All the video tutorials ive watched have skipped over this.
If you don't see build nanite on the very first part of this tutorial when he imports the FBX you might have to uncheck bake animations in your blender FBX export...
Hi i exported everything using the first method, then i dragged it all on viewport, keeping all selected you go to Details > Transform > Location and set everything to 0,0, you'll see all objects go into the same exact location you had on blender.
Thanks for the video! Dude is there a way to render a scene that I imported to Unreal Engine? Because 3ds max or blender will take a lot of time doing this process!
This video just gained you a SUB from me!! Im new to UE and i need all the help i can find to bring my massive scene from Blender to UE. DO you have a Discord by chance?
Let's say if I export the Blender file into a FBX, and if you wanted to redesign or add more to the mesh, can I go back into the Blender File and do just that then export it as a FBX again? Or is it just a one time thing?
so I have never used blender before but I'm looking forward to learning it, Can I edit the object's mesh that was imported from blender in unreal engine?
Great video! Sadly when i importet my scene lots of Textures were missing. Also.. what happens to procedural stuff? Do i have to unwrap the object and bake it bevore briging the scene to UE5?
The problem with the second method is that then you will have to re arrange and manually place everything again in unreal. Unreal's transforming tools and snapping tools are terrible. There is however an addon made by epic where you can export all your scene into unreal and have the pivots translate into unreal also
Is there a way to make the origin of the object the bottom left for each mesh so that you can use procedural building generators with them? Or would I need to do that with each each individually?
nice video thank you! are you gonna do any videos re USD please? this could be awesome for transferring over whole scenes from Blender to UE5, i think its a little buggy at the moment, but once they iron out the kinks re USD it might be a game changer!
Can anyone help me with something whenever I import something into unreal from blender usually it doesn’t render all the way so I have these transparent parts of my object and I don’t want them. Please help me I’m trying to make a game.
I wish they'd just extend support to another file type rather than using the FBX type which changes like every year for the sole purpose of making exportation difficult...
OR! "just select all object in blender>presss shift-cntrl-alt-c> set origin to geometry" That sets all objects origin to its centre of mass without changing its location, rotation, scale Thanks me later🤗
just out of curiosity. If you wanted to import the meshes with the correct origin point, but without screwing the original position. Could you not export the scenary as alembic and animate from the world origin to the scenary position? You may then extract the objects at the start of the frame, if you need to build more scenary, and then let the animation propagate the other objects.
There just doesnt seem to be a proper way to import things from blender to unreal. I always come across several issues. The way youve just shown here makes the materials change everytime I press play in unreal. Using gltf makes the size of the meshes all fcked up and I have to rearrange everything again. And joining every mesh in blender then importing with gltf makes the smoothing all fcked up. I just cant believe that its so hard to import stuff, afterall its alrdy unreal engine 5. there must be an easier way
Thank you so much for the amazing tutorial! Exactly what I was looking for, extremely helpful I have a few characters with complex rigs that work in conjunction with wrinkle maps. I’m looking to transfer them to Unreal Engine for use with motion capture. I need the wrinkle maps and their corresponding mask image maps, as well as topology, nodes, drivers, shape keys and UV layout to stay the same. Is there a way to transfer all of these components in Blender to Unreal Engine and have the same character and rig in Unreal? For instance when I open the character in Unreal Engine, will all of those components have transferred or will I need to redo them? Forgive my lack of knowledge in Unreal Engine, I’m not familiar with it.
Unreal is the absolute killer 3D engine, but the editor and the fbx import is the biggest crap I have ever seen. They should have a look at Unity where Blender integration works seamlessly.
if you use the import into level option under the file tab in the top left you can import using the quick method while preserving the origin points of each mesh (will also generate a blueprint laid out in the same way as the exported scene from blender) 😃
That is sooo useful thank you!
bro you just changed my life thank you
that is exactly what i needed, Thanks
MVP
But.. If you want to reimport one of the only one of those meshes, you run into one or more problems. For example, when I reimport a single mesh from the group, UE just crashes. Other people have reported that all meshes combine after reimporting a single mesh. I also think it's time consuming to have to eyeball the position of each mesh or copy the exact world coordinates so it matches the same location it was in Blender. Imagine doing archviz this way. We need to have access to both local and world coordinates when adding a mesh to the editor window.
This has to be the first detailed explanation for Blender export into UE5 import. Thank you so much!
i've seen this video a total of 4 diff times. i think its time i finally get started lol. thank you for taking time out to make this for beginners like me! thank you 100x!
Branden the GOAT!
Branden the GOAT!
Branden the GOAT!
Branden the GOAT!
Branden the GOAT!
I haven't tried it yet. I believe you. But, It is ashame that you cannot, during your second process, select the first and then last Mesh in the Content Browser and drag it into your scene to re-create the exact placement(s) as in Blender. Gosh, I think I'd rather just re-center the origin point manually than have to reassemble my scene. There used to be way to do this via Blueprints, but I am uncertain if in UE5 they did away with it. Good video. Thanks.
I don't know Unreal but I know this sort of software. No one would ever reassemble their scene manually. It's ridiculous. There is a better way. I don't know what that better way is, but I know it exists.
With exporting as USD you getting the best of both world. Right pivot point + scene placements. But its unfortunately still in Beta in Unreal and Textures/Materials + Material Slots are not transferred properly and the Scale is off. Maybe in the future this gets fixed or maybe in combination with Omniverse from Nvidia it will be easier to transfer assets seemlessley in realtime. 😏
Thank you so much for the help! i was having lots of trouble with this but eventually i retraced my steps and realized I wasnt selecting the object in blender along with the fact that I wasn't clicking the "limit to selected objects" box. gosh these 3d softwares are difficult.
Man I'm glad I subbed to you, you're always posting stuff I'm interested in 👍👍
Worked. Thanks. I have no idea what I'm doing but it worked.
XD LOL right. welcome to the club.
I have been trying to use models from blender and CC3, exporting them to Unreal, i always get an error or warning about smoothing. Thank god you mentioned it. All the video tutorials ive watched have skipped over this.
If you don't see build nanite on the very first part of this tutorial when he imports the FBX you might have to uncheck bake animations in your blender FBX export...
This has got to be one of the most useful tricks I've come across in a whole month. Thank you for this gem!!!
Hi i exported everything using the first method, then i dragged it all on viewport, keeping all selected you go to Details > Transform > Location and set everything to 0,0, you'll see all objects go into the same exact location you had on blender.
THANK YOU!
Written in capital to emphasis the meaning. Truly thank you.
My problem fixed
thank you!
Question. What if I realize I wanna change something after? Do I have to export it back to blender, fix it, export back to UE?
Awesome video dude, gained a new sub!
My meshes still look like garbage. Any reason why UE5 basically just decimates my mesh even though I click nanite?
straight to favorites my dude, thanks
I am honest, I was super triggered to see you not setting the pivots right in the first method before exporting.
Nice tutorial, crisp and clean.
Omgggggg LIFE saver
more video about UE please
Thanks for the video!
Dude is there a way to render a scene that I imported to Unreal Engine?
Because 3ds max or blender will take a lot of time doing this process!
If I have an animated physics from blender can I import the bake and everything to the unreal workspace ?
Very cool tips, dope! thx a lot~
WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEB!
also, there should be a quick function in unreal to snap origin to center of geometry or smthn...
This video just gained you a SUB from me!! Im new to UE and i need all the help i can find to bring my massive scene from Blender to UE. DO you have a Discord by chance?
Thank you
Thank you for your video! Is there any way to quickly replace part of the FBX file😃
I assume you'd have to bake the textures first if you painted them yourself?
Let's say if I export the Blender file into a FBX, and if you wanted to redesign or add more to the mesh, can I go back into the Blender File and do just that then export it as a FBX again? Or is it just a one time thing?
Thanks, this was quick and snimple and it work!
so I have never used blender before but I'm looking forward to learning it, Can I edit the object's mesh that was imported from blender in unreal engine?
Hey as I imported my mesh to Unreal, its inside normals were invisible. Any help please.
Great video!
Sadly when i importet my scene lots of Textures were missing.
Also.. what happens to procedural stuff? Do i have to unwrap the object and bake it bevore briging the scene to UE5?
Same
same. it does not works for all the materials. I dont know how to do it quick
Would love to see more Unreal Engine 5 Tutorials.
Thanks for Archviz the fbx with world origin is very practical THank you! I love this tutorial!
Whenever I try to import it, it keeps saying "Failed to Import" how do I fix this?
thank you, precise
The problem with the second method is that then you will have to re arrange and manually place everything again in unreal. Unreal's transforming tools and snapping tools are terrible. There is however an addon made by epic where you can export all your scene into unreal and have the pivots translate into unreal also
My material shows as white, any idea why?
Same here...did you find a fix?
@@SaguinMedia yeah I actually did check out my latest video I fixed it few months back
Am I the first person to notice the name of your disk drives at 1:58?
No need to re arrange mesh position if you link all your mesh to an empty in Blender and export it.
thank's bro!
Is there a way to make the origin of the object the bottom left for each mesh so that you can use procedural building generators with them? Or would I need to do that with each each individually?
just one question, the textures need to be baked?
nice video thank you! are you gonna do any videos re USD please? this could be awesome for transferring over whole scenes from Blender to UE5, i think its a little buggy at the moment, but once they iron out the kinks re USD it might be a game changer!
Looks awesome
for some reason when i import the asset, it doesn't bring the textures with it, so i get a white asset.
Same here, did you find a fix for that?
@@SaguinMedia nope :(
Let me know if you do!
@@nshabniaks5405 nah, you have to link each individual asset to their texture and fix it that way.
the import button is greyed out and i cant click it but it might be becuase im working in uefn
Do you recommand render via UE5 over blender? I always feel the render result from blender too plasticky, now I see the result from UE5 is like, wow.
Can anyone help me with something whenever I import something into unreal from blender usually it doesn’t render all the way so I have these transparent parts of my object and I don’t want them. Please help me I’m trying to make a game.
is there no pivot point recalculation based on the geometry density in UE like there is in blender?
Yo. Did you make this objects? Amazing 👏
I did, I sculpted it with Blender & 3DCoat
Very useful, thank you
I wish they'd just extend support to another file type rather than using the FBX type which changes like every year for the sole purpose of making exportation difficult...
How did you get the texture to import? I am having issue with texture from blender to unreal.
I'm having the same issue... I applied a simple material but it's not showing up.
Thanks so much for this video, a great help...cheers 😎👍
More marvelous designer tut
U r the best!!
why would anyone need to export from blender to UE5, if you or anyone here could explain that for me?
this was helpful
Thanks 👍
import MD avatar from DAZ or Meta Human with clothes animation into UE please
This would be great!
Absolutely my friend, its coming soon
I LOVE YOU ❤🙏
1:58 Nice names for storage XD
Can you tell your PC spec
OR! "just select all object in blender>presss shift-cntrl-alt-c> set origin to geometry"
That sets all objects origin to its centre of mass without changing its location, rotation, scale
Thanks me later🤗
Muchas gracias!!!!!
If I knew this before... UE5 is VERY powerful
Thank you +
Amazing
What are your pc specs
my materials arent imorted for some reason...
what about usd ?
just out of curiosity. If you wanted to import the meshes with the correct origin point, but without screwing the original position. Could you not export the scenary as alembic and animate from the world origin to the scenary position? You may then extract the objects at the start of the frame, if you need to build more scenary, and then let the animation propagate the other objects.
There just doesnt seem to be a proper way to import things from blender to unreal. I always come across several issues. The way youve just shown here makes the materials change everytime I press play in unreal. Using gltf makes the size of the meshes all fcked up and I have to rearrange everything again. And joining every mesh in blender then importing with gltf makes the smoothing all fcked up. I just cant believe that its so hard to import stuff, afterall its alrdy unreal engine 5. there must be an easier way
Thank you so much for the amazing tutorial! Exactly what I was looking for, extremely helpful
I have a few characters with complex rigs that work in conjunction with wrinkle maps.
I’m looking to transfer them to Unreal Engine for use with motion capture.
I need the wrinkle maps and their corresponding mask image maps, as well as topology, nodes, drivers, shape keys and UV layout to stay the same. Is there a way to transfer all of these components in Blender to Unreal Engine and have the same character and rig in Unreal?
For instance when I open the character in Unreal Engine, will all of those components have transferred or will I need to redo them?
Forgive my lack of knowledge in Unreal Engine, I’m not familiar with it.
Careful headphone users: 7:03
can i ask why one would want to transfer blender to UE5? im just curious, are there any benefits to bring a scene to UE5?
Someone can be better at modeling in Blender, so it's just faster to make something in Blender.
Then he can just do the rest in UE5
tq4this
😱 OMG OMG OMG
Unreal is the absolute killer 3D engine, but the editor and the fbx import is the biggest crap I have ever seen. They should have a look at Unity where Blender integration works seamlessly.
❤
5:13
USD is a better format
I crashed
With Unreal Engine 5, why do we need Blender anymore?
I don’t think Unreal replaces Modeling in the pipeline.
This is an amazing video thank you