Rigs & animation

Rigs and animation from Blender, playing in Unreal.

Put an armature in the level's collection with the meshes skinned to it, the usual Ctrl+P → With Automatic Weights setup, and it becomes one Unreal Skeletal Mesh actor: skeletal mesh, skeleton and physics asset. Pose it or play an action in Blender, and the actor does the same in the Unreal editor viewport.

An animated character imported in Blender plays the same animation in Unreal.

How it works

  1. Parent your meshes to an armature (Ctrl+P → With Automatic Weights) inside the level's collection, or import a Mixamo character from the Object tab.
  2. The rig arrives in Unreal as a Skeletal Mesh actor. Move, rotate or scale the armature and the actor follows.
  3. In the Rig (Skeletal Mesh) section, choose what plays in Unreal: the active action, the current pose or the rest pose.

Live

  • Change the mesh, weights, bones, shape keys or materials and the rig re-imports in place about 1–2 seconds after you stop.
  • Shape keys arrive as morph targets.
  • An active action becomes an Animation Sequence that loops in the editor viewport; edit its keys and it updates.

Good to know

  • Rigs go from Blender to Unreal. Unreal's own skeletal meshes don't come into Blender.
  • Rigs always travel as GLB (glTF skin).

Questions

Can I send a Blender rig to Unreal Engine live?

Yes. An armature with its skinned meshes becomes a Skeletal Mesh actor, and changes to the mesh, weights, bones or shape keys re-import in place a second or two after you stop.

Does animation play in the Unreal editor?

Yes. Choose Active Action and the action loops on the actor in the editor viewport; choose Current Pose and the actor takes the pose you set in Blender.

Try it on your own level.

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