Issue Exporting Skeletal Mesh to Unreal

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The FBX exporter seems to add an additional bone (for the object node) below the root bone …

This makes it impossible to import into unreal and use the existing epic mannequin.

Is there a way to prevent the exporter from creating a bone for the obj node?

Has anyone exported characters for use in Unreal?

Thanks for any help
Edited by bobcober - Nov. 3, 2018 11:38:41
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