Closed trungus closed 2 years ago
Simple question, does it actually exist? 😀
perhaps reading the manual before posting a bug might help
https://epicgames.github.io/BlenderTools/send2ue/settings/paths.html#skeleton-asset-unreal
Hi there
The manual say nothing about this error and are the same folders used to put statics meshes and were created if not exist, apart from that, the folders are already created, even I try with “/Game” and the result is the same.
If I not fill those folders the export end with a error “xxxxx skeleton mesh does exist”, if I save to disk and import manually to UE4 I got a similar error.
If I export to FBX and import manually in UE4, everything work just fine.
Best Regards
Hey @trungus this is a validation, and it is functioning as it should. The skeleton asset path has to be the path to the asset, not a folder. That is why the validation is saying that the asset you have input does not exist. Here is an example of how the skeleton asset path should be used.
Hi James, so I need to fill the field with the fullpath of the asset, including de asset name, perhaps an a change in the label in the plugin will be nice.
I’ll try it tonight, I’ll be posting the results
Send to Unreal -
Asset "/Game/untitled_category/untitled_asset" does not exist in Unreal
Steps to reproduce the problem: 1- Import chest file to Blender (see attachment), this FBX import perfect in Unreal 2- Clicked Pipeline > Export > Settings Dialog 3- Use the folder "/Game/untitled_category/untitled_asset" for all four paths (in send to project) 4- You will see the following screenAddon Version: 2.0.1 OS: Mac OS Catalina (10.15), MX-Linux 21 (Debian 11) UE4 Editor: 4.27 in Mac OS, 4.27 Compiled from source in Linux Blender: 3.1.2 (Both OSes)
ChestOpenAnimation.fbx.zip