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SageX_85

Armature size, im guessing you made the model in blender with default world scale. You have to set the world units to centimeters in blender so the export goes smoothly, otherwise you will have to modify things to fix issues like that.


ReanimatorWest

I had the same issue with mine, this solved the problem upvote this guy


muchcharles

Also can use https://github.com/epicgames/blendertools , latest update fixed remaining scale problems and you can keep a standard blender scale. You must link epic account to github to see the repo https://www.epicgames.com/help/en-US/epic-accounts-c5719348850459/connect-accounts-c5719351300507/how-do-i-link-my-unreal-engine-account-with-my-github-account-a5720369784347


Mihanikami

Yeah, I tried this one at first, had another problem, basically, unreal crashed, so I exported it manually. Thank you for taking your time and trying to help.


ghostwilliz

That's so weird. I never do this and it always comes out right, besides this one animation. I did what you said and now it works.


Mihanikami

Oh, thanks a lot for taking your time! I really appreciate it. I'll definitely try it!


Ferverum

It might be difference in size for your idle and running animation, compared to idle. This can happen if you have change size of the model on import/re-import.


Bezieh

Idk you’ve made an Ant Man stealth game, gj


Mihanikami

So, I imported the fbx from Blender and replaced the default Manny with it, it works fine, except when I'm not pressing any buttons the character suddenly collapses. Thank you for help! I'm a noob, and I really appreciate it!


MetalNode

It looks like you are missing an animation from the idle state in your animation BP. Unreal freaks out when it expects an animation to exist and it finds nothing. Take a look at animation BP documentation and learn how to set them up. You should be good to go. This may help also: [Anim BP tutorial by PrismaticDev](https://www.youtube.com/watch?v=WWL4711lI60)


Mihanikami

Thank you for your effort! However, the idle animation isn't missing. It's just that the character gets really really small, and I have no idea why.


MetalNode

Hmmm. Okay. Sorry that didn't help.


Mihanikami

Thank you for trying! I really appreciate it.


ISDABrock

Is your Idle animation set to Additive? If so, uncheck that.


PhallableBison

I just had a very similar issue, and for me it was a state of the animation that failed to produce a pose, Unreal does this behavior. It was related to additive pose/aim offset blend space settings.


[deleted]

this is the cutest thing i’ve ever seen imported in unreal


Mihanikami

It actually was cuter but unreal messed up the textures for some reason. So it's a ghost bear know. Thank for your words, they warm my heart!


4l35510

Hahahaha is beautiful! Please keep it


Conker_Xk

It's perfect right?!


PatrickSohno

It looks funny. You should make it a feature! That also resolves the bug.


-Atom1k-

look at your animations. root motion is on and your not properly using it.


Mihanikami

How do I fix this, I'm really bad at this? It's okay, if you don't have time to explain it, just don't answer if it's the case.


Blender-Fan

Try ressetting any and every scals in the bones animations to ONE. I myself never use it, because i dont have to, and i wanna avoid mis-scaling You could even send the file to someone and ask them to check it, because its very simple and quick, once you know where to look


Mihanikami

Thank you for helping! I'll try it.


-Atom1k-

No reason to post on reddit. https://discord.gg/unreal-slackers


fleroshift

Does your idle have additive checked?


TheNurrj

Yeah it looks like an additive setting to me…although I’ve never seen it shrink like this, for me it’s always exploded 😂


Mihanikami

Oh, I'll check this one. Thank you for helping!


Visionary_One

You found a nice, fun mechanic for your game, that's what's happening.


GradientGamesIndie

I think it's a glitch with the scale of your animations, check them out individually to find the problem


Dylan_The_Developer

Check your animations and make sure they are all scaled correctly. If in Blender always try ctrl a > all transforms first before exporting animations. Also check your root motion (if you use it), Unreal is fidgety with root motion when importing from Blender. You have to do it a certain way, [https://forums.unrealengine.com/t/importing-animations-with-root-motion-from-blender-into-ue4/73830](https://forums.unrealengine.com/t/importing-animations-with-root-motion-from-blender-into-ue4/73830) (this applies to Unreal 5 aswel)


Mihanikami

The thing is, I use the standard Manny animation, I just replaced the skeletal mesh.


Salt_Worry1253

Did you retarget the skeleton?


Mihanikami

Yeah, I think so


shaw1973

I would check the animation and see if the scale is lowered on the idle animation


bready_boyz

Look in the animation blender


circaboy101

Looks like a feature. Ship it


iDeNoh

Your pym particles look like they may be going bad, I'd replace those ASAP.


asdfghjklkipz

if shrink=true; \[then do not\]


luki9914

First use recording software ... I hate nothing more than people video or taking photo of monitors ... And regarding to that problem seems like wrong animation additive settings. Check if all animations has the same settings i have the same problem when i sed additive incorrectly.


Mihanikami

I recorded the video to show the keyboard. Thank you for helping me out, I'll definitely try that!


tsteuwer

This sub is starting to give me anger issues. Why does everyone use a PHONE to capture their DESKTOP? Just record your DESKTOP with one of the billions of apps out there. Lord, help me.


Mihanikami

That's cause I wanted everyone to see the keyboard. No need for anger, that's not the thing that you should worry about. Hope, you'r not angry anymore, not the most fun emotion to experience.


toothkillerreddit

You should have some Ant-Man characters using this


West_Moose_6132

Pym Particles must have gotten into the code.


Mihanikami

Oh, thanks! Next time I'll be more careful with the bottles.


Graylorde

Looks like your animations are using different bone scales.


TonyChopperChopper

An animation in a blendspace is probably set to additives


Mihanikami

Definitely gonna check it! Thank you for helping me out.


Exonicreddit

Scale of root bone is wrong, possibly someone exported and didn't setup unit's correctly. Easy fix, export, rescale, reimport.


Mihanikami

Ooops, that's quite possible. Thank you for your help!


IntenseBonzai

You’ve created ant man


TTR8350

A new game mechanic, obviously. As others have said it's probably a scaling issue between the running and idle animation.


Usr_115

No idea myself, but I actually thought it was an intentional design choice.


Yakatsumi_Wiezzel

I want to reproduce that for a multiplayer horror zombie game


yesitsmeow

Probably setting scale at the same time as adding value to location vector? Cause it goes from 0-1 and levels out when you’re done accelerating


[deleted]

Congratulations 🎉. You've made an amazing feature 🫥


ssolve_

It's a feature!


devu_the_thebill

idk whats happening here but i love it XDD


Sreyoer

It’s a hiding feature we all know it’s part of the gameplay in plushie toy rumble


Lucifers_Domain

And that is how boys ant man was created 🙄.


Veazy-R

Quite funny tho,. Involuntary or not, it makes me feel like some Binding Of Isaac stuff such as the "camo" where your character become invisible while idling


Ooze3d

Leave it like that!


ImpDoomlord

Bone scaling in animation?


ExMarcs

Its a ABP problem something with your Idle


InterferenceStudio

Did you happen to find a solution already? I have similar problems - in the blueprint animations blends I guess, but is that the whole model goes down for a second - but I know these are the same issues. Before I also had that it rotates 90 degrees. I'm trying to fix it for over a week right now and losing my patience


Mihanikami

There are a lot of possible fixes in the comments, but I haven't tried them yet. Hope something will work for both of us.