I had seriously just decided to look up how to do this, and then, as I enter my youtube front page, your video pops up. Fast, on point, and EXACTLY what I was going to look for. Just speechless
I've been beating my head against this for DAYS (weeks?) with all manner of different plug-ins and scripts, etc. and couldn't get the workflow working seamlessly until I watched this! I already owned ARP and only taken a cursory glance at it's export capabilities and then moved on (I had been using it for retargeting mocaps)... !?!?!?! That was my "derp" moment of the month! You are definitely my hero! :-) Thank you!
Are you still using the UE4 skeleton, or are you using the UE5 "Manny/Quinn" skeleton? Whenever I use the UE5 skeleton, my character gets squished in some areas (shoulders), and bulges out in the middle of his torso. Not sure how to fix that. I'm assuming you're using the UE4 mannequin skeleton, but in UE5?
@@semmert I am now using UE5 and still have flawless character export. Make sure you don't use special deformers in blender since they don't export to UE5.
Just as an update to this, and !! if you are still using UE4 !!, select UE4 Legacy and DO NOT select twist when exporting. I have spent close to 4 hours trying to figure out why every tutorial I followed, despite doing it to the tee, did not give me the same results.
For everyone else tearing their hair out over the FAILED TO MERGE BONES issue, newer versions of the plugin have a checkbox under export settings for "UE4 Legacy". This will make sure it uses the exact number of bones the UE4 mannequin uses (assuming you're not trying to do this in 5). The issue's being caused by extra c_(joint name) bones that aren't being removed during the export process, if you still get the error just import it without applying it to an existing skeleton and you'll be able to directly compare the two.
I can't seem to get this to work no matter what I do. I follow all of your steps, model moves with the rig in blender. Once it's exported (and I've selected everything identically to your setup, at least that shown on screen) once it gets into UE4, the skeletal mesh won't animate using the thirdperson animations
@@mywar7968 Don't know if you ever solved this, but when I exported, I had export only selected mesh and export only select bones checked. Once I unchecked those, it animated.
@@bradrg hi , tq for your inform . i found the problem half year ago , its only work on UE4 but not UE5 . but i dont know is it work for UE5 now because the moment i test on UE5 is beta version , not stable at that time
Thanks for sharing! I was thinking actually about importing the mannequin first to blender->ZBrush and edit it from there then take it back to blender which will make things even eaiser. Thanks for sharing :D
Bro, can we add custom animations to this rig before importing to UE? and also for example we did a first pass of import of the character to UE , then import it to UE. But we realized we lack some animations, can we still use the rigify to animate again and export the added animations to UE? i want to buy this but im unsure if i handles what i need
I'm just looking for how to swap out the standard UE4 VR Hands with a custom hands. So many videos on building hand in blender, but none for using then in UE4 VR. UE4 hands do not have a bone in the wrist. Just in the fingers. How can you swap out the mesh for something you want?
Just discovered your channel a week ago and it's amazing. Are you planing a video about blocking attack/shielding and dodge rolling that would be quite awesome. Keep going the great work 👍👍👍
I'm using UE 5.4.2 Editor. Followed the tutorial step by step and while importing with UE4 Mannequin skeleton selected I'm getting an error FAILED TO MERGE BONES. I click no for "regenerate the skeleton from this mesh" so that it doesn't ruin everything. After that I constantly get this error : This skeletal mesh asset has an incompatible Skeleton. Assign a compatible skeleton to this skeletal mesh asset. Even though the character BP is working fine, it's causing to crash the editor at various occasions. I don't know how to solve it. HELP!
From what I understand, ARP will not work properly with UE5 until its export settings have been updated, which the creator has said he will be working on; though no time frame has been given.
What you if you want to use the character not in a video game but for cinematics in the Sequencer? How do you get the ARP control rig to transfer from Blender to Unreal?
@@UnrealUniversity I use to create and autorig pro rig system, with weithpainting, and then once I got all the weith painting and the rig using autorig pro! I use mixamo to upload the animations , also I retargering the animations from mixamo to blender (using autorig's feature)...
Hello, do I have to use only a spicific character from SketchFab? Because after importing the character has the "armature"(=skeleton?) and after deleting the armature the character lies on it's back. Do I have to import only characters from SketchFab without skeleton or something like this?
Man this does not work for unreal 5 my mesh just keeps deforming I have no idea what I am doing wrong. I buy all these add ons and it still doesn't work. Epic make this stuff way too hard.
just make a variable in gamemode or levelblueprint and add the deltatime to it. check if reaches your time and then quit game. there is a quit game node.
aplogies if this is a stupid question lol but would this also work with animals? ( want to use a stylized horse as opposed to the one im using in my game currently) thanks man! :) EDIT : Nvm just found the FAQ..there is a preset for horses :D
For someone who is poor like me, mixamo's rigger is the way to go. Just download or export your character, upload it to mixamo then rig it there it's literally putting the circle in the mentioned bones and then continue, then after that, just use the mixamo to unreal plug in which is also free I guess.
Would you mind to expand on this? I auto rigged a model with mixamo. I have the Mixamo Converted. How did you make the auto rigged from mixamo with the unreal skeleton? i just can't get it to match.
I had seriously just decided to look up how to do this, and then, as I enter my youtube front page, your video pops up. Fast, on point, and EXACTLY what I was going to look for. Just speechless
I've been beating my head against this for DAYS (weeks?) with all manner of different plug-ins and scripts, etc. and couldn't get the workflow working seamlessly until I watched this! I already owned ARP and only taken a cursory glance at it's export capabilities and then moved on (I had been using it for retargeting mocaps)... !?!?!?! That was my "derp" moment of the month! You are definitely my hero! :-) Thank you!
this whole time i have been spending hours rigging manuelly. thank you.
man sketchfab really has come in clutch with a lot in the past few years ngl
This is crazy timing as I have been looking into this last night. Thanks for spending your time helping others.
seriously man.. me too
I've searched far and wide for a easy method for this, thank you!
Why your videos always serve me on my own project 😂😂
Thank bro
Never regret subscriping to your channel
Best addon i have bought 2 years ago, i don't have any problem or complicated procedures to get my character into UE5, it simply work flawlessly!
nice
Are you still using the UE4 skeleton, or are you using the UE5 "Manny/Quinn" skeleton? Whenever I use the UE5 skeleton, my character gets squished in some areas (shoulders), and bulges out in the middle of his torso. Not sure how to fix that. I'm assuming you're using the UE4 mannequin skeleton, but in UE5?
@@semmert I am now using UE5 and still have flawless character export. Make sure you don't use special deformers in blender since they don't export to UE5.
I got a failed to merge bones even though I dit it all the same as you
thanks! great tutorial. Really helped on my school project.
Glad it helped!
this is simplest tutorial, best one yet, thanks ALOT Bro!
Oh finally! found the perfect video i've been looking for so long. Thank you so much dude, i was stuck at this rig-on modeling for so long now.
Straight to the Point and Very Clear Step by Step Instructions! Dude You Legit Helped so Much ⚡️
Thank you ! wish I found this earlier. I just paid someone 30$ to rig my character to the ue4 mannequin :D
Just as an update to this, and !! if you are still using UE4 !!, select UE4 Legacy and DO NOT select twist when exporting.
I have spent close to 4 hours trying to figure out why every tutorial I followed, despite doing it to the tee, did not give me the same results.
Thank you! I just spent about the same amount of time banging my head against the wall doing the same thing. This comment should honestly be pinned.
Keep uploading man❤️
oh man this looks so helpful! thanks a lot
For everyone else tearing their hair out over the FAILED TO MERGE BONES issue, newer versions of the plugin have a checkbox under export settings for "UE4 Legacy". This will make sure it uses the exact number of bones the UE4 mannequin uses (assuming you're not trying to do this in 5).
The issue's being caused by extra c_(joint name) bones that aren't being removed during the export process, if you still get the error just import it without applying it to an existing skeleton and you'll be able to directly compare the two.
THANKS!
My Friend you are a lifesaver. THANK YOU!!
Thanks, was tearing my hair out over this.
I'm doing this in UE 5.4 and I'm facing this issue. Please help
@@coolsachin2737 I don't have 5.4, sorry!
brilliant ! awesome fast clear... loved ! loading cheers from Rio
I can't seem to get this to work no matter what I do. I follow all of your steps, model moves with the rig in blender. Once it's exported (and I've selected everything identically to your setup, at least that shown on screen) once it gets into UE4, the skeletal mesh won't animate using the thirdperson animations
I take it back, you were the poggers all along, and I was but a simple soggers. It works just fine.
@@dr.earbeastuniversity5275 i face the same issue , can you tell me how you solve it ?
@@mywar7968 Don't know if you ever solved this, but when I exported, I had export only selected mesh and export only select bones checked. Once I unchecked those, it animated.
@@bradrg hi , tq for your inform . i found the problem half year ago , its only work on UE4 but not UE5 . but i dont know is it work for UE5 now because the moment i test on UE5 is beta version , not stable at that time
I followed this instruction, but when I import the model in UE, it is tiny. How do I fix this :(?
hello ! im french i like your tutorial you are the best !!
Thanks for sharing! I was thinking actually about importing the mannequin first to blender->ZBrush and edit it from there then take it back to blender which will make things even eaiser. Thanks for sharing :D
The wierd thing is that i was looking for this two days ago, thanks!
wowwwww dude U nailed in
Great tutorial! But I'm not sure I understand the purpose of bringing the UE mannequin in the workflow? Is it only to check for size?
You out here doing God's work Fam 😅 Thank you!
This looks great. Does this also work with the new UE5 Mannequins?
Bro, can we add custom animations to this rig before importing to UE?
and also for example we did a first pass of import of the character to UE , then import it to UE. But we realized we lack some animations, can we still use the rigify to animate again and export the added animations to UE?
i want to buy this but im unsure if i handles what i need
I'm just looking for how to swap out the standard UE4 VR Hands with a custom hands.
So many videos on building hand in blender, but none for using then in UE4 VR.
UE4 hands do not have a bone in the wrist. Just in the fingers.
How can you swap out the mesh for something you want?
Just discovered your channel a week ago and it's amazing. Are you planing a video about blocking attack/shielding and dodge rolling that would be quite awesome.
Keep going the great work 👍👍👍
I usually go from Apose mesh to AccuRig to Unreal if it’s humanoid.
Anyone else getting the error where you import it into unreal and it says something like "failed to merge bones?"
I'm using UE 5.4.2 Editor. Followed the tutorial step by step and while importing with UE4 Mannequin skeleton selected I'm getting an error FAILED TO MERGE BONES. I click no for "regenerate the skeleton from this mesh" so that it doesn't ruin everything. After that I constantly get this error : This skeletal mesh asset has an incompatible Skeleton. Assign a compatible skeleton to this skeletal mesh asset. Even though the character BP is working fine, it's causing to crash the editor at various occasions. I don't know how to solve it. HELP!
hey i keep getting the same issue have you managed to fix yours? if so how ???
I'm having some trouble with the new ue5. Any chance of a tutorial update?
From what I understand, ARP will not work properly with UE5 until its export settings have been updated, which the creator has said he will be working on; though no time frame has been given.
Wait, you didn't retarget animations?
failed to merge bones in ue 5
Same. I'm getting pretty tired of shit just simply not working in Unreal.
great tuto! susbcribed!
thanks for this!
i dont know anything about blender, but when i click on export it says select armature. i just selected the mesh like you did
The Armature is the bones. I think you should click that
it costs money now or did it always cost money?
What you if you want to use the character not in a video game but for cinematics in the Sequencer? How do you get the ARP control rig to transfer from Blender to Unreal?
is teh same process if I use mixamo as the animation? and the autorig pro for exporting process? I got the pro features!
I am not sure I understand your comment
@@UnrealUniversity I use to create and autorig pro rig system, with weithpainting, and then once I got all the weith painting and the rig using autorig pro! I use mixamo to upload the animations , also I retargering the animations from mixamo to blender (using autorig's feature)...
When heat vision tutorial video is coming?
Batman grappling system as well
one of my four eyelash meshes is not binding lol. The rest is. Any idea? xD
Honestly, this seems so much quicker than manually retargeting in Unreal. Any downsides?
very useful thanks!
It's very beautiful
THIS IS PURE GOLD! Do you think this works with a 3D scan of a body as well? Sick sick sick
and thank you ! absolute Gee
when i do match to rig it creates many more bones does anyone know how to fix this?
Hello, do I have to use only a spicific character from SketchFab? Because after importing the character has the "armature"(=skeleton?) and after deleting the armature the character lies on it's back. Do I have to import only characters from SketchFab without skeleton or something like this?
I found it out: I had to unparent it.
Damn looks fine! But does that also work for "Not UE4"Riggs from a UE4 game?
the export option to Unreal in Blender is due to Autorig-pro? works with UE5 too?
don't know for now I have not tested yet
@@UnrealUniversity ok, thank you.
Man this does not work for unreal 5 my mesh just keeps deforming I have no idea what I am doing wrong. I buy all these add ons and it still doesn't work. Epic make this stuff way too hard.
Thanks!
No root motion ? just wondering.
thanks, the documentation looks very chaotic
Do you need the full plugin or just the lite version?
I am not sure, although I am using the full version in this video
For some reason this isn't working for me. I keep getting the FAILED TO MERGE message regarding the bones when importing to UE4
did you find a fix i have the same issue
This is good for basic things, what about face setup?
I have not looked into face set up
Hi, can you make a video about how to make an online timer, for example, you quit the game and it still works?
just make a variable in gamemode or levelblueprint and add the deltatime to it. check if reaches your time and then quit game. there is a quit game node.
didnt work
Amazin. ty
aplogies if this is a stupid question lol but would this also work with animals? ( want to use a stylized horse as opposed to the one im using in my game currently) thanks man! :)
EDIT : Nvm just found the FAQ..there is a preset for horses :D
Can you make Lazer effect
Lo hice y el personaje se ve horrible como se podría solucionar
For someone who is poor like me, mixamo's rigger is the way to go. Just download or export your character, upload it to mixamo then rig it there it's literally putting the circle in the mentioned bones and then continue, then after that, just use the mixamo to unreal plug in which is also free I guess.
for mixamo, you can use 1 click rig addon blender, the output is the same result (if mixamo does not spoil anything)
Would you mind to expand on this?
I auto rigged a model with mixamo.
I have the Mixamo Converted.
How did you make the auto rigged from mixamo with the unreal skeleton? i just can't get it to match.
You should show how to create a a open world map with levels and sub levels and level streaming
There is 2 devs I go to for information now you and a guy who is doing for honors fighting mechanics
@@digital_syanidetv4552 who is the other guy?
@@digital_syanidetv4552 Thank You
WOW!!
for some reasion bring sketch fab models in to blender or unreal engine it wont eccept it
Thumbs up for not showing the addon install process! 😆
I still got the skeleton Problem
Paid Plugin :"(
download crack version for frew
Thank god I dont have to use UEFY anymore!!
good video but seriously filter the sub frequencies out of your mic man, you're causing earthquakes lol
when i do this my character is missing one spine bone
i have that addon andmy character is crashed in ue .... thats why i hate a game develepment
so much work, just to replace a model ... I dont get it
not free?
COULD YOU MAKE A VIDEO
FOR TAPPING A BUTTON TO SUDDENLY KILL THE ENEMY?
LIKE THOSE STRESS FULL SITUATIONS IN GAMES?.
Like in DEDstress?
this tutorial was so good but the rig is paid :(
What about if character have a tail or clothes with rigid and non-rigid parts?