How To Properly Export From Blender To Unreal Without Losing Textures
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- Опубликовано: 17 окт 2024
- Hey guys, in today's video I'm going to be showing you how to export a mesh or model from Blender and import it into Unreal Engine 4 or 5 without losing any textures or data. Do you sometimes have white materials when importing into Unreal using an FBX, this will resolve that issue!
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Great video Matt!! 🔥🔥🔥
Thank you for this update. The plugin for UE5.1 has been updated with many more import options, including scale, materials, morph targets. It seems that it also works with Skeletal Meshes. I did a test, and now we can import a skeletal mesh with the option of splitting or combining all meshes into one. That will make modular character design much easier. Thanks for sharing.
Thanks for the info!
Are you sure about skeletal meshes? I tried it 2 months ago and that didnt work.
Is this plugin only for 5.x? Can you make it for 4.27? I cant move to 5.x. But need these features. Ty.
@@kenalpha3 Yes, and the 5.1 is the more complete version.
Which plugin are you referring to? thx
man thanks a lot ! i used to think fbx is the best option and always faced this issue and used to create materials again from textures in unreal and then reassign the materials! there are absolutely no tutorials on the youtube nor in any forums that told me to use GLTF instead!
Glad it helped! It took me ages to discover this fix as well so I decided to make a video covering it!
Same here 😅
No way.. The timing this has. This is perfect, I finally got my project to freaking work. matt you can't believe the life safer you are!
I don't ever comment on videos but this time I HAVE TO - no other video helped me solve this issue and I am doing client work so it had to be done. THANK YOU SO MUCH, I am forwarding this to all my concept artist friends, have a great day!!
It's 5 am, my project is due in a couple of hours, and you just showed me the solution to my problem. 🙌🏼🙌🏼
Good luck!
Perfect. I've been stuck recreating textures in UE5 and this just saved my bacon.
Spent the last 2 hours trying to figure this out reading paragraph after paragraph of nonsense. This is a very nice straight to the point video, thank you!
those r videos no one asked for but everyone needed
Thank you so much, I watched many videos about the texture import problem but none of them mentioned this method!
No worries!
I spent 2 nights staying up until 5 am trying to figure out how to make the textures I applied in blender transfer to unreal engine. Im so glad I found this video because this worked for me and now I can work on my course assignment (making a game in like 7 days) thanks to this so thank you.
Thank you very much for this tutorial! It is very useful! I exported my textured in SP model to blender, then successfully exported it to Unreal with all textures scale etc. I am impressed with result!
why do i only have exporter glft?
Never used GLTF as was used to FBX but this is so easy I had a ton of issues with FBX but this is crazy simple. I am using this on 4.26 and works a treat. thanks so much.
thank you a lot bro, i am still learning this stuff, so a lot of times I don't know what is happening or why exactly something doesn't work. With this it is really simple! :)
You are life saver. Been facinf this issue for a long time but didn't know the solution. Thanks man
Such a great way of doing it, even detects collision data easy as well, thanks man, saved me so much time!!
This is Life Saving For Me .. Thank You So Much brother.. God Bless you ❤
Do I need to bake the textures and UV unwrap before I do this? This is so helpful! thank you!
Surprisingly useful advice
You are a legend thank you so much for making this video I struggled with fbx's in my project for so long before I found this
Omg I seriously needed this tutorial. Thank you so much!!!🔥🔥🔥
Matt, you're a life saver. Thank you.
That was good, as I've been using Blender a crazy amount, so GLTF I should do that and enable got it.
Thank you very much. There's no importer add-on that I could find, but for me it just worked by normally importing a .glb file like I would import a .fbx
woah, i am right in the middle of failing to do this, then i see this in my notifications!
Perfect timing!
Thanks. been doing a fair bit with blender recently so this will speed things up a bit. useful info :D
Great to hear!
One thing I noticed was the file size is smaller, I imported a file and the size is in kilobytes and not megabytes, when using the GLTF.
Mate thank you so much for this video!
Bro you are a lifesaver this took me ages to find...
If I'm not mistaken, the gITL Importer has been deprecated and removed. There's a note in the plugin that reads, "Please update your project to use gITF import through the interchange plugin instead. An importer for Khronos gITF 3D models.
Wondering if this works with stuff that have noise textures for examples plugged in, or are those a no go?
I am sorry to ask this question. I am only starting and don’t understand much. What if I want to make a game? Is this a good file type for that? For the information I found, doesn’t matter but I need to know for sure.
Interesting. My model in Blender uses nodes for proper color, blending, textures etc. Need to try this method. Since I'm still looking for a way to transfer all data (nodes first of all). Thanks for the video.
My God, Man! Thank you for what you are! And for sharing this information! Thank you from the bottom of my heart!👍👍👍
I have a problem packaging my project it says, It didnt package succesfully it said ERROR: E:\Unreal Projects\Gem Seekers\GemSeekers.uproject does not look like uproject file but no targets have been found! I'm using 4.27
This is a great video; very helpful!
I have a different issue, closely related. So, I'm using a plug-in (in Blender 4.0) called "Mixamo Converter" to change the Mixamo skeleton to the UE format (I also used Cinema 4D R26 to do FBX conversion with materials attached...no go).
Currently, I'm using the ALSv4 (v2) character to apply a character I rigged in Mixamo, uploaded the character into UE (4.27...I have 5.3 as well, but am still using the older system for now), and everything goes well, except for one major problem (I've done this before, and it worked fine).
It's the material slot. This character has 6 material slots, from body to face (and sunglasses). When I went in to the mesh to manually add the materials, it gives me only 1 material slot (if I knew how to bake all the materials together, I would). So I'm left with a skeletal mesh which works fine with the rest of the process (all ALSv4 bones matched up with the mesh), but just 1 material slot!
I used Blender to export as an FBX, and it transfers over fine (with all material slots), but then it gives me a "FAILED TO MERGE BONES." So, it then only allows me to change the skeleton to a different one. I can retarget, and all of the ALSv4 bones are there in the retarget manager, but the ACTUAL skeleton is some default one it makes up...confusing!
Do you have any idea as to what I can do?! I've scoured the internet, and found only a few people, but their ideas didn't work (I hate forums...sometimes!)
Pretty, or actually very late but I don't see an opinion for "glTF importer" in my UE5's plugins, what should I do?
Brilliant video!
Glad you liked it!
when i import the model, i dont have the same menu you have. Can anyone help me please.
Hi Matt,
I just wanted to ask since how long were you learning unreal and what resources did use to learn ?
😊
I started Unreal back in about 2017/2018, and taught myself solely. I got in the engine and messed about with things to see what they did and how they reacted with each other. And I entered lots of game jams to be constantly testing my skills
@@MattAspland Thank You :)
This doesn't work anymore in unreal
I try export character to gltf, but its not exported - its sends all screen messages (Phyton traceback and filenames) but not make gltf file. Error in end - export error KeyError ShaderNodetree not found
Would this work on more complex models like characters with armatures?
Does this method work with morph targets? Having trouble getting the skeletal mesh back to the original after adding morphs.
Have you looked into USD as well? I've worked with UE4 for a few years on my free time and've found the exports to be problematic; like, depending on your export settings you have to do certain things on the UE4 import setting side to stuff to work proper.
I recently tried usd with UE5, and it, surprisingly, imported and functioned more smoothly than I'm used to (save for the materials). To reiterate, it functioned far more smoothly than anything I've ever done with fbx over the span of a couple hundred hours working with UE4. I'm not suggesting usd is better than gltf. I haven't used gltf more than a few hours over 2 years ago. I'm just curious if you think gltf might be more robust for all types (rigs, meshes, mats) of exports compared to usd currently.
I'o'know. All of the projects I've been on've always stuck to just one format, all of which've been fbx. I wonder if maybe gltf is good for X, while usd or fbx is better for Y or Z.
I dont know what is going on, when I try to import my objects they pop in as white simple shapes with no detail. I tried applying all of my modifiers and nothing changes? Im so confused
Matt, what about hair/fur? Does this get exported/imported? I mean th eBlender particle system hair, NOT the new hair system based on GEO Nodes.
Unreal crashes every time I try to import a character with GLTF. I am using 5.2. Any ideas?
subscribed but is there an update on how to do it in UE 5.4 and the new nanite stuff ? or its the same ?
A goldminer video! trully you are saving my IndieGameDev's life. i got crazy all the times i try to import to unreal and no material comes...i was also thinking to check another software to export to unreal because fbx on blender dont go...even to export from blender to import on blender it also don't work. there is substance painter for it but i kinda want so much to export properly on blender because blender is so versatily and easy to do stuffs...
So Thank you very very much!!!!
this is actually crazy, matter effect, you are crazy ma boyyyyyyyyy
you could do the same importing it in .FBX just gotta know how to in blender...I import in .fbx and all textures never had an issue plus faster imports.just check the copy option B4 exporting from blender and some other options prior to exporting
Thanks, Matt! BTW, it works for UE4.27 too.
I've been disabling the interchange plugin and re-enabling the gltf one since its deprecation because it just works straight away, the interchange always seems to fail on the material builds
Did you bake those textures on the model? do they need to be baked for this to work?
Gltf auto bakes the textures into the mesh
Hey Matt! Do you have any tutorial on some basic character customization for unreal, I'm trying to do some Mii-like figures and I want to be able to select hair, hair color, shirt color, skin color and a face texture (if it's possible). Great tutorial as always! ♥
Gosh, was fully expecting this not to work, but it does. Only thing is the origins are, as per Unreal's sheer perverse delight, still centered to the world.
Can we get a tutorial on how to export a mesh with its rig from Blender to UE?
I can add it to my list!
@@MattAspland Many Thanks! Always loved your content, so much of what I’ve learned over the last year and a half is thank to you
Thank you so much for the amazing tutorial, exactly what I was looking for.
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.
When the model is imported into UnrealEngine using the glb/gltf format, it cannot use prefixes such as “UCX_” to generate collision meshes for the engine. How this fix?
I don't have a lot of experience with exporting from blender to UE5, but I've tried FBX and GLTF2, GLTF2 seems to be much better overall.
What if I use UDIMs? As far as I understand, gltf doesn't support UDIM's, and won't even export from blender. And if it does, it's only the first texture.
Hey someone help me, I got a car with the wheels parent to the body but when use this method, in UE5 the wheels goes separated to the body of the car. What can I do to solve this?
cant find the plugin for my ue4, is this only for ue5?
Hi Matt, when trying to export to the file type I'm getting "attribute error nonetype object has no attribute node_tree blender" any tips?
I'm having a problem importing lately I imported hair and a skirt I made they worked fine but then I tried a shirt and it had huge chunks taken out and I tried a basic cube to test it and some sides were not visible unless I rotated it then other sides were not it started after recent update so I think that might be the problem but not sure oldo if so I don't know what updated
Are there some long term convers about this or no?
Thanks for the tutorial. But it made my object italic after I import it to unreal engine. Is there a way to fix it?
Can you a make video for, how to export cloth simulating object from blender to unreal engine in order to get that animation perfectly .Thanks
is there a way to import glass from blender? and mapping nodes also dont get imported :/ and all the models arent properly named anymore.
hello , is it normal that the textures are not correctly mapped to the object ? like they are not at the right size
SAVED MY CAREER
fuckin brilliant! been struggling with that shit for so long and the solution was fuckin simple, thank you!
Thanks bro, I was getting frustrated with my meshes coming out white or grey
Hi, does it work with animation and texture at the same time?
When I do this it doesn't organize it at all and everything comes it as separate meshes
Does this work if textures are .tif files instead of .jpg?
The one thing I have been trying to find forever xD
You bringing the 🔥🔥🔥 just when I need it. 👍💯🙏 #UnrealEngine #Blender
Thanks for the support!
dude you are a life saver!!!!
Yes please this is what I needed
when i try to export as gltf blender just stops responding then crashes, pls help
This is definitely a nice way of exporting from Blender and importing to Unreal without worrying about organisation and losing materials/textures. One issue I'm facing is... exporting multiple meshes in one scene in Blender. It exports fine via FBX as it retains the transform of the objects in the scene, but when I use GLTF... the objects are all jumbled into 1 position. I don't know if this is a UE4 issue, and I might need to upgrade to UE5 or if this is an issue with using GLTF?
Did you parent all objects to an empty that sits at the world origin? If not give it a shot. (At least i do that for fbx export)
Hello, I cannot download Unreal Engine 5.0 on Epic Games. I'm able to get UE5.1 and UE5.03 but sadly not 5.0. Could you tell me why I can't download UE5.0? Thank you!
Hey, you can only download the latest version of each release. I.e. 5.03 is the latest version for the 5.0 release, meaning you can only get 5.03 instead of 5.0. Hope that clears things up! :)
Is there anything the GLTF exporter can't handle? For example, any assets from BlenderKit or other third party asset collections? If so, is there any way to make these exportable to Unreal Engine?
I've just tried it with an asset from Blenderkit and it didn't work... I'll try it with a few more and see if I have any luck.
I did manage to get some Blenderkit models imported successfully but am having a very odd issue. For some reason, they're overwriting the texture on my roads (splines) and I can't seem to find a workaround.
GLTF might be useful for skeletal meshes. But I believe FBX is better for animations since it's simpler and assignable to Unreal Engine skeletons easily.
i dont know why but in the blender 4.2 its not orgenized
worked well! Thanks
Hello, I was asking why I wasn't able to download UE5.0 on Epic Games. I'm able to get UE5.1 and UE5.03 but not UE5. Is there an explanation? Thank you for answering!
Hey, you can only download the latest version of each release. I.e. 5.03 is the latest version for the 5.0 release, meaning you can only get 5.03 instead of 5.0. Hope that clears things up! :)
thanks man you saved me!
does this work in ue4 too
Good to know.
Hey matt thanks for this!! only have one problem. when i import my model the textures are stretched across flat surfaces
Any update what plugin I can use now? on UE 5.4
Nice man, thank you!
OMG YOU SAVED ME SO MUCH TIMEE
HOLLY SHIT THANK YOU SO MUCH YOU HAVE NO F IDEA HOW MUCH THAT HELPED
Actually the best way to do that!
I have one problem. I want to import a sand material, but when I use this, the color's there, but not the bump node that changes the normals, making it just another single color pattern.
is the problem same with displacement maps? Or do the materials get imported with selected displacement scale?