Skeletal Mesh
The tool infers an Unreal Skeletal Mesh asset based strictly on the content of your Export
collection. Here is what
it is doing:
Note
The armature placed in the Export
collection must be responsible for deformation, meaning only bones that are
skinned to a mesh. No bones used for control schemes should be put in the Export
collection.
The important thing to remember is that only armatures and meshes inside that collection can be used to build the data for the skeletal mesh export and import.
As you can see, a related mesh and armature combination results in an Unreal Skeletal Mesh asset being generated along with
Materials, a Skeleton, and a Physics Asset. Also notice that the Skeletal Mesh name matches the mesh name in blender, as well
as the skeleton and physics asset with _Skeleton
and _PhysicsAsset
post fixed respectively.
To run a strictly skeletal mesh import(meaning no animation will be exported), the animations import option must be turned off in your Import settings.
LODs
LOD workflows for skeletal meshes are supported. Simply activate the LODs option in the LOD Settings group and Send to Unreal will handle exporting and importing each LOD.
There is a sub category for skeletal meshes that allows you to specify a path to a LOD Settings data asset in your Unreal project. This can be referenced directly to automatically set your skeletal mesh lod settings.
Note
If your mesh has a LOD naming scheme and Import LODs is true, the LOD postfix will get stripped out of the final asset name based on the lod regex. For
example
SK_Mannequin_LOD0 = SK_Mannequin
Also notice that the LOD build settings can be set under the
Import > Editor Settings > Skeletal Mesh LOD Build Settings
group.
Note
The Editor Settings corresponds to what is available in the EditorSkeletalMeshLibrary in the Unreal Python API.
Only Mesh
To run a strictly mesh asset import (ex: excluding import of particle systems as groom assets), all import options
must be turned off in your import settings except for Mesh
.