{"id":796,"date":"2026-06-08T16:14:47","date_gmt":"2026-06-08T16:14:47","guid":{"rendered":"https:\/\/rivals2.com\/workshop-dev\/?post_type=knowledgebase&#038;p=796"},"modified":"2026-08-05T19:26:15","modified_gmt":"2026-08-05T19:26:15","slug":"import-into-unreal","status":"publish","type":"knowledgebase","link":"https:\/\/rivals2.com\/workshop\/knowledge-base\/character-creation\/import-into-unreal\/","title":{"rendered":"Import Model and animation into Unreal"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Character mesh and animation are transferred into Unreal by <a href=\"https:\/\/rivals2.com\/workshop\/knowledge-base\/character-creation\/exporting-character-mesh-to-unreal\/\" data-type=\"knowledgebase\" data-id=\"387\">Exporting FBX files from Blender<\/a> and importing them into Unreal.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Unreal can import two types of Mesh from FBX files, <strong>Static Mesh<\/strong> or <strong>Skeletal Mesh<\/strong>, this document will cover the process of importing <strong>Skeletal Mesh<\/strong> assets. <\/p>\n\n\n\n<!--more-->\n\n\n\n<ol class=\"wp-block-list\">\n<li>Replace the Template Skeletal Mesh with your Own.<br>Right click and re import with new file, selecting your character mesh FBX as the source.<\/li>\n\n\n\n<li>Reset Material order to FBX and Rebuild the skeleton when asked.<\/li>\n\n\n\n<li>Replace the Template Idle Sequence with your own.<br>Right click, and re import with new file, selecting your exported test Idle .FBX as the source.<\/li>\n<\/ol>\n\n\n\n<h2 class=\"wp-block-heading\">Replace the Template Mesh<\/h2>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"829\" height=\"283\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-105.png\" alt=\"\" class=\"wp-image-838\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-105.png 829w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-105-300x102.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-105-768x262.png 768w\" sizes=\"auto, (max-width: 829px) 100vw, 829px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Upon initial creation of a character mod Sandbert template assets are generated for the <strong>Skeletal Mesh<\/strong>, <strong>Skeleton<\/strong>, <strong>Physics Asset<\/strong>, Hurtbox<strong> Physics Asset<\/strong> and Idle <strong>Animation Sequence<\/strong> assets. These are preassigned to various scripts and blueprints required for gameplay, as such we recommend using these as a foundation to replace with your own content when importing your main character mesh rather than importing your character mesh separately. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Open your character\u2019s Unreal assets folder in Unreal: <strong>Content\/ModContent\/[ModID]\/UnrealAssets<\/strong><\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"573\" height=\"348\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-36.png\" alt=\"\" class=\"wp-image-441\" style=\"aspect-ratio:1.6465646228139519;width:398px;height:auto\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-36.png 573w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-36-300x182.png 300w\" sizes=\"auto, (max-width: 573px) 100vw, 573px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Select the sandbert template <strong>Skeletal Mesh<\/strong> asset and right click, re-import with new file.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Reset Material order to FBX and Rebuild the skeleton when asked<\/h2>\n\n\n\n<figure class=\"wp-block-image aligncenter size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"567\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-30-1024x567.png\" alt=\"\" class=\"wp-image-434\" style=\"aspect-ratio:1.8059639115854094;width:405px;height:auto\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-30-1024x567.png 1024w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-30-300x166.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-30-768x425.png 768w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-30.png 1066w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Unreal will first alert you to a change in the material assignments, this is expected, click Reset to FBX to continue.<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"893\" height=\"401\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-31.png\" alt=\"\" class=\"wp-image-435\" style=\"aspect-ratio:2.226953635161982;width:405px;height:auto\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-31.png 893w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-31-300x135.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-31-768x345.png 768w\" sizes=\"auto, (max-width: 893px) 100vw, 893px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Next it will alert you to a change to the Armature, this is also expected, click yes to continue. <\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"865\" height=\"236\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-32.png\" alt=\"\" class=\"wp-image-436\" style=\"aspect-ratio:3.665119718268338;width:403px;height:auto\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-32.png 865w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-32-300x82.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-32-768x210.png 768w\" sizes=\"auto, (max-width: 865px) 100vw, 865px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Click yes once more to continue.<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"182\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-33-1024x182.png\" alt=\"\" class=\"wp-image-437\" style=\"aspect-ratio:5.626635749759404;width:388px;height:auto\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-33-1024x182.png 1024w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-33-300x53.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-33-768x136.png 768w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-33.png 1508w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">The message log will complain about incompatibilities, most of these warnings are simply outlining the differences between the template and newly imported mesh files. This is expected and therefore can be ignored as long as your mesh is successfully imported. If the mesh fails to import you may need to look more closely at the output log.<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"315\" height=\"266\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-34.png\" alt=\"\" class=\"wp-image-438\" style=\"width:189px;height:auto\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-34.png 315w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-34-300x253.png 300w\" sizes=\"auto, (max-width: 315px) 100vw, 315px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">With the files updated be sure to save all files marked with an asterisk to retain your edits.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1019\" height=\"389\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-35.png\" alt=\"\" class=\"wp-image-439\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-35.png 1019w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-35-300x115.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-35-768x293.png 768w\" sizes=\"auto, (max-width: 1019px) 100vw, 1019px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Replace the Template Idle Animation<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Right click on the AN_&#8221;ModName&#8221;_Idle file and click re import with new file, then navigate to your exported Idle Animation FBX.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Import Skeletal Mesh Into Unreal<\/h2>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"423\" height=\"226\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-29.png\" alt=\"\" class=\"wp-image-433\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-29.png 423w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-29-300x160.png 300w\" sizes=\"auto, (max-width: 423px) 100vw, 423px\" \/><figcaption class=\"wp-element-caption\">On Import of a character FBX file you Unreal will try to generate Physics, Skeleton and Skeletal Mesh<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-image aligncenter size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"921\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-101-1024x921.png\" alt=\"\" class=\"wp-image-825\" style=\"width:616px;height:auto\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-101-1024x921.png 1024w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-101-300x270.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-101-768x691.png 768w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-101.png 1178w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Skeletal Mesh<\/strong> is used for armature deformed mesh like characters, the FBX file must include armature bones as well as geometry and skin weight values in order to be imported as a <strong>Skeletal Mesh<\/strong>. <\/li>\n\n\n\n<li><strong>Static Mesh<\/strong> is used for solid objects that do not need to deform with an armature, <strong>do not<\/strong> import your character content as static mesh, if the skeletal mesh option is missing during import, your exported FBX is likely missing the armature and skin weight data, please review your <a href=\"https:\/\/rivals2.com\/workshop\/knowledge-base\/character-creation\/exporting-character-mesh-to-unreal\/\" data-type=\"knowledgebase\" data-id=\"387\">export settings<\/a>.<\/li>\n\n\n\n<li>FBX files imported into Unreal Engine as <strong>Skeletal Mesh<\/strong> assets will contain the character&#8217;s model, and skeleton. The character&#8217;s skeleton will be imported as an additional asset called a <a href=\"https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/skeletons-in-unreal-engine?application_version=5.7\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">Skeleton asset<\/a>, which you can view and edit in the <a href=\"https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/skeleton-editor-in-unreal-engine?application_version=5.7\">Skeleton Editor<\/a>.<\/li>\n\n\n\n<li>A <strong>Skeletal Mesh<\/strong> does not need to be a creature or character, many articles and effects in ROA2 from Kragg&#8217;s Pillar to Slade&#8217;s Treasure chest are skeletal mesh. This document aims to cover the process for importing these assets into unreal.<\/li>\n\n\n\n<li>Multiple <strong>Skeletal Mesh<\/strong> assets can share the same Skeleton asset in Unreal, to allow animation sharing across the different skins of a character for example.<\/li>\n\n\n\n<li>Control Rig data should never be included in any FBX files, only geometry, joints and animation data along with materials and textures can be properly transferred this way.<\/li>\n\n\n\n<li><strong>Skeletal Mesh<\/strong> will import with \u201cMaterial Slots\u201d these match the materials you had assigned in blender at the time of export. It is much easier to manage these in Blender than to edit them in Unreal.<\/li>\n\n\n\n<li>You can rename your material slots as you need to for dynamic color or material override setup later.<\/li>\n\n\n\n<li>Once imported into the project, these files can be continuously re-imported if edits in Blender are needed by right clicking and choosing reimport.<\/li>\n\n\n\n<li>You can display the bones of a skeletal mesh asset by clicking on Character-&gt;Bones-&gt; All Hierarchy at the top of the viewport.<\/li>\n\n\n\n<li>You can preview your shape Keys by opening the Morph Targets panel in the skeletal mesh editor.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/dev.epicgames.com\/documentation\/en-us\/unreal-engine\/skeletal-mesh-assets-in-unreal-engine\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">Skeletal Mesh Assets &#8211; Unreal Documentation<\/a><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Import Skeletal Mesh Settings<\/h3>\n\n\n<section class='bpress-notice has-title has-icon is-style-warning'><div class=\"bpress-notice-icon\"><span class=\"bp-exclamation-circle\"><\/span><\/div><div class=\"bpress-notice-title\">Warning<\/div><div class=\"bpress-notice-content\">This information is outdated as of the 5.8 update to workshop! We&#8217;ll have more up to date info on this topic coming soon.<\/div><\/section>\n\n\n\n<div class=\"wp-block-media-text is-stacked-on-mobile is-vertically-aligned-center\" style=\"grid-template-columns:27% auto\"><figure class=\"wp-block-media-text__media\"><a href=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/UnrealSkeletalMeshImportSetting-1.png\"><img loading=\"lazy\" decoding=\"async\" width=\"363\" height=\"1024\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/UnrealSkeletalMeshImportSetting-1-363x1024.png\" alt=\"\" class=\"wp-image-449 size-full\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/UnrealSkeletalMeshImportSetting-1-363x1024.png 363w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/UnrealSkeletalMeshImportSetting-1-106x300.png 106w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/UnrealSkeletalMeshImportSetting-1-544x1536.png 544w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/UnrealSkeletalMeshImportSetting-1.png 685w\" sizes=\"auto, (max-width: 363px) 100vw, 363px\" \/><\/a><\/figure><div class=\"wp-block-media-text__content\">\n<p class=\"wp-block-paragraph\">Mesh<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Skeletal Mesh is checked<\/li>\n\n\n\n<li>Import Mesh is checked<\/li>\n\n\n\n<li>Skeleton is set to None (or assign appropriate skeleton for animation sharing)<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Mesh &#8211; Advanced<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Vertex Color Import Option is set to replace<\/li>\n\n\n\n<li>Update Skeleton Reference Pose is checked<\/li>\n\n\n\n<li>Preserve smoothing groups is checked<\/li>\n\n\n\n<li>Import Meshes in Bone hierarchy is checked<\/li>\n\n\n\n<li>Import Morph Targets is checked<\/li>\n\n\n\n<li>Normal Import Method is set to Import Normals<\/li>\n\n\n\n<li>Create Physics asset is checked (Or assign appropriate existing Physics if skeleton is shared)Can be generated later via right click menu if you miss this.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Animation (Only visible when animation exists in FBX file)<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Import Animations is unchecked<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Transform<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Import Uniform Scale is 1 &#8211; This value can be used to offset the scale of your asset in a pinch but it will introduce errors with capsule shadows, instead correct scale in Blender before export.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Miscellaneous<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Convert Scene is checked<\/li>\n\n\n\n<li><strong>IMPORTANT<\/strong> Ensure Override Full Name is checked &#8211; If you miss this unreal may<strong> fail to import mesh<\/strong> and only generate the skeleton asset.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Material<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Ensure Material import method is set to Do Not Create Materials &#8211; delete any materials generated if you forget this option as you will be generating your own.<\/li>\n\n\n\n<li>Import Textures is checked if you wish to import textures assigned in blender, although you will likely need to further manage textures in Unreal.<\/li>\n\n\n\n<li>Reorder Material to FBX order is checked <\/li>\n<\/ul>\n<\/div><\/div>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>IMPORTANT: <\/strong>If your character is imported at too small or too large of a scale you will need to scale them in Blender, be sure to apply transforms to your armature bones.<br>If you have already animated you character then you can try changing your export scale and re exporting\/Importing both <strong>Skeletal Mesh<\/strong> and <strong>Animations<\/strong><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Import Animations into Unreal<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"717\" height=\"432\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-86.png\" alt=\"\" class=\"wp-image-674\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-86.png 717w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-86-300x181.png 300w\" sizes=\"auto, (max-width: 717px) 100vw, 717px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Importing animations in Unreal will produce Animation sequence assets. You will need one sequence asset per Animation state. A sinle FBX file can contain multiple animation clips and Unreal will import each as a separate sequence.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"424\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-87-1024x424.png\" alt=\"\" class=\"wp-image-675\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-87-1024x424.png 1024w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-87-300x124.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-87-768x318.png 768w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-87-1536x636.png 1536w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-87.png 2048w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Double clicking an animation asset will open it in more detail in Unreal<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/dev.epicgames.com\/documentation\/en-us\/unreal-engine\/animation-sequences-in-unreal-engine\">Animation Sequence &#8211; Unreal Documentation<\/a><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ensure that the following <a href=\"https:\/\/rivals2.com\/workshop\/knowledge-base\/character-creation\/exporting-character-mesh-to-unreal\/\" data-type=\"knowledgebase\" data-id=\"387\">Import Settings<\/a> are active when importing an animation clip into the project:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Ensure Import Mesh is NOT checked (if the FBX also contains your character model)<\/li>\n\n\n\n<li>Ensure Import Animations is checked (if the FBX also contains your character model).<\/li>\n\n\n\n<li>Ensure Use Default Sample Rate is NOT checked.<\/li>\n\n\n\n<li><strong>IMPORTANT<\/strong> Set Custom Sample Rate to 60. &#8211; If this is missed the game will crash when attempting to load your character.<\/li>\n\n\n\n<li>Segment scale compensation (A Maya feature for counter scaling on child joints) is not reflected in Unreal, this feature should be disabled for all joints in Maya<\/li>\n\n\n\n<li>Non-uniform scaling will give undesirable results on joints with children, avoid non uniform scaling on joints with children, however you may reliable use it on the end joints of a chain.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Open your character\u2019s <strong>UnrealAssets<\/strong> folder <\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"278\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-83-1024x278.png\" alt=\"\" class=\"wp-image-654\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-83-1024x278.png 1024w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-83-300x82.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-83-768x209.png 768w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-83.png 1368w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<ul class=\"wp-block-list\">\n<li>In the content browser open your character\u2019s <strong>UnrealAssets<\/strong> folder.<\/li>\n\n\n\n<li> In the top left corner of the content drawer, click <strong>Import<\/strong><\/li>\n\n\n\n<li>Select the path to the FBX file containing the animation you exported from Blender and click <strong>Open<\/strong><\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Import Animation Settings<\/h3>\n\n\n<section class='bpress-notice has-title has-icon is-style-warning'><div class=\"bpress-notice-icon\"><span class=\"bp-exclamation-circle\"><\/span><\/div><div class=\"bpress-notice-title\">Warning<\/div><div class=\"bpress-notice-content\">This information is outdated as of the 5.8 update to workshop! We&#8217;ll have more up to date info on this topic coming soon.<\/div><\/section>\n\n\n\n<div class=\"wp-block-media-text is-stacked-on-mobile\" style=\"grid-template-columns:47% auto\"><figure class=\"wp-block-media-text__media\"><img loading=\"lazy\" decoding=\"async\" width=\"473\" height=\"754\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-84.png\" alt=\"\" class=\"wp-image-656 size-full\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-84.png 473w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-84-188x300.png 188w\" sizes=\"auto, (max-width: 473px) 100vw, 473px\" \/><\/figure><div class=\"wp-block-media-text__content\">\n<ul class=\"wp-block-list\">\n<li>Assign the appropriate skeleton for this animation, it will search the current folder for a default option.<\/li>\n\n\n\n<li>Ensure <strong>Import Mesh<\/strong> is NOT checked (if the FBX also contains your character model)<\/li>\n\n\n\n<li>Ensure <strong>Import Animations<\/strong> is checked (if the FBX also contains your character model).<\/li>\n\n\n\n<li><mark style=\"background-color:rgba(0, 0, 0, 0);color:#fa0404\" class=\"has-inline-color\"><strong>IMPORTANT: <\/strong>Make sure you set the following values as well. If you don\u2019t, the game will crash when you try to play<\/mark>.<\/li>\n<\/ul>\n<\/div><\/div>\n\n\n\n<h3 class=\"wp-block-heading\">Assigning Animation<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Characters need their basic action animations assigned in their CD_(<em>charactername)<\/em> file. Ex. CD_Clairen<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Open your character\u2019s <strong>CD_<\/strong> file located in <strong>Content\/ModContent\/UnrealAssets<\/strong><\/li>\n\n\n\n<li>Under the <strong>Animations <\/strong>category, add an animation to all of the entries under <strong>State Animations<\/strong>, <strong>Aerial Grabbed Animations<\/strong>, and <strong>Thrown Animations<\/strong>. If you do not have any animations, by default these will all source the template Idle sequence. Reimporting this sequence with one of your own will maintain their connections in this file.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">In order to automatically populate the list you can:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Find the Animations Directory and assign it to the characters Animation folder path.<\/li>\n\n\n\n<li>Also assign the correct Animations Prefix. Example for both below:<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"538\" height=\"163\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-85.png\" alt=\"\" class=\"wp-image-673\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-85.png 538w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-85-300x91.png 300w\" sizes=\"auto, (max-width: 538px) 100vw, 538px\" \/><\/figure>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Assuming your animation sequence names match existing characters, the list should auto populate, assigning the appropriate sequence to each entry.<\/li>\n\n\n\n<li>If the animations are not automatically updated, click on the individual State Animations on the right side and manually assign the desired animation for that state.<\/li>\n\n\n\n<li><\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Attack animations are assigned in the appropriate attack data file, along with window definitions, animation start frame and frame duration must be set per window.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>In general you should attempt to match the animation frame length to the attack window length, however if there is a mismatch the animation playback will scale to fit the attack data gameplay window. This is useful for tuning gameplay without needing to update animation assets every time you make a change and can be left as long as you are happy with the visual result.&nbsp;<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Troubleshooting FBX files<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">If you are getting unexpected results after importing your FBX files it can be helpful to create a blank scene in Blender and import the FBX files one at a time to review their contents. If the FBX file looks broken in Blender, something is likely wrong with your <a href=\"https:\/\/rivals2.com\/workshop\/knowledge-base\/character-creation\/exporting-character-mesh-to-unreal\/\" data-type=\"knowledgebase\" data-id=\"387\">Blender Export Settings<\/a>. If everything looks correct in Blender, there is likely something wrong with your Import Settings in Unreal.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">If your FBX will not import into Unreal at all, you likely are missing mesh bound to armature, check to ensure that your exported file includes both the bones, the geometry and that  the geometry is bound to the armature.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">You can also get a standalone FBX viewer tool for free from Autodesk that lets you quickly review your FBX contents without opening them in Blender.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"799\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-20-1024x799.png\" alt=\"\" class=\"wp-image-421\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-20-1024x799.png 1024w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-20-300x234.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-20-768x600.png 768w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-20-1536x1199.png 1536w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/06\/image-20.png 1550w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/www.autodesk.com\/products\/fbx\/fbx-review\" target=\"_blank\" rel=\"noreferrer noopener\">FBX Review<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Character mesh and animation are transferred into Unreal by Exporting FBX files from Blender and importing them into Unreal. Unreal can import two types of Mesh from FBX files, Static Mesh or Skeletal Mesh, this document will cover the process of importing Skeletal Mesh assets.<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","template":"","knowledgebase_cat":[4],"knowledgebase_tag":[],"class_list":["post-796","knowledgebase","type-knowledgebase","status-publish","hentry","knowledgebase_cat-character-creation"],"_links":{"self":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase\/796","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase"}],"about":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/types\/knowledgebase"}],"author":[{"embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/comments?post=796"}],"version-history":[{"count":23,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase\/796\/revisions"}],"predecessor-version":[{"id":1725,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase\/796\/revisions\/1725"}],"wp:attachment":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/media?parent=796"}],"wp:term":[{"taxonomy":"knowledgebase_cat","embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase_cat?post=796"},{"taxonomy":"knowledgebase_tag","embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase_tag?post=796"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}