Comments (7)
Hello Andgeno!
Hum I'm not sure I understood everything. The majority of the properties displayed in the panels will be the properties of the active object (The last select) you need set Export recursive
on all the objects you want to export else it will never be exported.
In export panel you need tick Static Mesh(s)
only if you want export the Static Mesh with Export recursive
from your scene. This will overwrite the old exported .FBX file and so apply the new Advanced object properties.
I added a note with the video about Advanced object properties
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Oh, this was helpful. Thanks!
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I noticed that the Advanced object properties panel
is empty all the time. This might be connected to wrong center/origin problem I have ...
I watched the video you provided about changing transforms and this panel is always empty for me no matter what I do.
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Alright, the advanced panel is only populated if an object's Export type
is set to Export recursive
. Otherwise it stays empty.
I was now able to try out the export transform feature Move to center
. It does not matter whether it's enabled or disabled. I moved my mesh a bit along the X axis away from world origin. In both export tries the mesh contains the same offset.
Here's a screenshot to get a better idea of the scene:
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Yay, I found the issue. Another surprise next to having to change the object's Export type
. The Advanced object properties panel
is only respected if Static Mesh(s)
is ticked in the Export
panel. It does not suffice to select Collection(s)
although the meshes were exported - just wrong/without the advanced export options.
I think both "surprises" should be added to the docs to avoid future confusion. 😀
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I organized my scene like this:
Since every object is placed in its own collection I was able to export all the objects with export type set to auto
. The Static Mesh(s)
checkbox was unticked. Everything worked except that the FBX's origin was always set to world origin.
I think it would be a better user experience if the advanced panel would show a text that these settings will only be available when the object's export type is set to recursive
. It should probably also say that the Move to center
option will only work when you have Static Mesh(s)
selected for export. I don't really understand why this works this way since exporting a collection is the same to me as exporting the meshes. Could you please explain why there is a differentiation between the collection and static mesh export?
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If your export your mesh like a collection that's why the object is placed in the center. The origin of a collection is the center of the world. Example https://i.imgur.com/4iBL6Vx.jpg And the all properties that you put on your object will be ignored because it is not the object that you export but its collection which includes it.
Here you just have to set 'Export recursive' on your objects and untick Collection(s) in export panel.
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Related Issues (20)
- UE 5.1 Crashes when pasting via the "Copy Regular Cameras" HOT 6
- v0.31, Blender 3.4, UE4: No option to toggle between linear and sRGB vertex color export
- Error upon trying to enable the addon HOT 4
- Animation Export Not Working HOT 5
- this sucks HOT 1
- Strange traceback error HOT 1
- Like maya game exporter - move to origin HOT 6
- Problems with rescale HOT 3
- Error while importing into UE 5.3 HOT 5
- Custom property values in animation changing with manual rescale? HOT 1
- Python script not importing animations HOT 1
- Place in Active Level option breack materials HOT 2
- Only one material exported from Blender HOT 1
- Unable to copy sockets to unreal suddenly. HOT 3
- Camera Transform Data not importing HOT 6
- Addon fails to export if you are in Local View on an object.
- TypeError: user_resource() takes 1 positional argument but 2 were given
- An Absolute Path
- Scale Mismatch inside Unreal HOT 1
- [QOL] Collection center
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