Uploaded August 2025 | Updated September 2026, 2 weeks ago
Download my free Blender addon here: imphenzia.gumroad.com/l/unreal-prepper
Exporting from Blender to Unreal Engine can be a real pain. It looks fine at first, until you add a socket to your skeleton and your weapon is 100 times larger than it should be - or when you try to add a control rig to your seemingly fine skeleton and the scale of the control rig gizmos explodes. This is because Blender uses meters and Unreal Engine uses centimeters - and to make things worse, Unreal Engine does a few hidden things to try to fix FBX imports, but it leads to issues down the line.
You can export from Blender to Unreal Engine without my addon, but fixing animations is a manual process where you 1) need to scale your armature by 100 and apply the scale, 2) apply the scale to the character, 3) change the scene units to 0.01 (or use a different scale on export), 4) change the clipping plane in Blender to multiply start/end by 100 so it doesn't clip your models in the viewport, 5) painfully you'll need to scale any location animation keys in the curve editor by 100 because animations where you move for example a leg IK bone will move only 1% of the distance it should at the new scale - this is why the animations break.
That's why I created the addon to simplify the process a bit. The addon will do all the above changes automatically when you click the "To Unreal Scale" and you can go back to previous scale by clicking "From Unreal Scale" if necessary.
I also included some helpers to export FBX files with geometry settings that are needed to use the Imphenzia PixPal palette texture, especially if you plan to use automatic smoothing and sharpness based on angles. The geometry needs to be set to "Edge" and Tangent Space and Triangulate needs to be ticked and using the addon-shortcuts to export the FBX files, those settings are automatically applied.
Finally, I added a couple of tools to fix single-frame pose animations that Unreal Engine doesn't like. The button duplicates the frame of any single-frame animations, turning it into an acceptable two-frame animation.
Finally (finally) - I added a button to help you rename a bone in your armature if necessary. For example, I needed to rename my pelvis bone from Root to Pelvis, and if you just rename it manually it will break all the animations. With the addon rename feature, it'll rename the bone and go through all the animations and fix them to work with the new bone name.
Finally (finally, finally) - If you export an Armature and Mesh from Blender to Unreal Engine and the Armature has the default name "Armature" - Unreal Engine will treat your first bone as the root bone. If the Armature has any other name, e.g. Armature1, it will create a root bone in your skeleton named Armature1. For my old characters that I created for Unity, they did not have a root bone, so in the video, I show how I rename my hip/pelvis bone from Root to Pelvis, and then I rename my armature to Root with the addon. This way, I can introduce a root bone for use in Unreal Engine.
This addon was quickly developed and I can't offer any support. Use it at your own risk and make sure you save backups of your files before you use the addon! The addon is free but I decided to host it on Gumroad to avoid script download warnings that you'd get if I host it on my own website.
If you do run into issues or have any suggestions to improve it, please feel free to add that in the comments below, but I leave no guarantees that I'll be able to implement or make any fixes.
To create great rigs in Blender for Unreal Engine, I recommend the addon AutoRig Pro (superhivemarket.com/products/auto-rig-pro) - I am not affiliated with this, but I've bought this addon and it's a great way to quickly create rigs (full body and face) and export them to Unreal Engine with correct scale and bone orientations!
Wishlist UNFAIR RAMPAGE: KNIGHTFALL here: store.steampowered.com/app/3187470/Unfair_Rampage_Knightfall
You can support me on Patreon:
patreon.com/imphenzia
LEARN LOW POLY Character Modeling - Blender 3.5 Full Course: youtu.be/PTWV67qUX2k
Watch this video to learn every step of the way to create your very own characters!
My website:
imphenzia.com
Universal Sound FX:
imphenzia.com/universal-sound-fx
Imphenzia Discord server:
discord.gg/sR7pZ4B
My Instagram:
instagram.com/imphenzia
Twitter:
twitter.com/imphenzia
My Twitch Channel:
twitch.tv/imphenzia
In-depth learn how Low Poly Modeling in Blender:
youtube.com/watch?v=1jHUY3qoBu8
I use a Sony FX3 camera with a Sony FE 2.8/24-70mm GM lens. My primary microphone is now the Shure SM7B, and I use a Rode NTG3 shotgun mic if I need it to be out of view. I downgraded to a Focusrite Solo from my wonderful RME Fireface UFX II that I had to sell when I moved from Sweden to Australia.
Thanks a lot for watching and sharing my videos :)
Download my free Blender addon here: imphenzia.gumroad.com/l/unreal-prepper
Exporting from Blender to Unreal Engine can be a real pain. It looks fine at first, until you add a socket to your skeleton and your weapon is 100 times larger than it should be - or when you try to add a control rig to your seemingly fine skeleton and the scale of the control rig gizmos explodes. This is because Blender uses meters and Unreal Engine uses centimeters - and to make things worse, Unreal Engine does a few hidden things to try to fix FBX imports, but it leads to issues down the line.
You can export from Blender to Unreal Engine without my addon, but fixing animations is a manual process where you 1) need to scale your armature by 100 and apply the scale, 2) apply the scale to the character, 3) change the scene units to 0.01 (or use a different scale on export), 4) change the clipping plane in Blender to multiply start/end by 100 so it doesn't clip your models in the viewport, 5) painfully you'll need to scale any location animation keys in the curve editor by 100 because animations where you move for example a leg IK bone will move only 1% of the distance it should at the new scale - this is why the animations break.
That's why I created the addon to simplify the process a bit. The addon will do all the above changes automatically when you click the "To Unreal Scale" and you can go back to previous scale by clicking "From Unreal Scale" if necessary.
I also included some helpers to export FBX files with geometry settings that are needed to use the Imphenzia PixPal palette texture, especially if you plan to use automatic smoothing and sharpness based on angles. The geometry needs to be set to "Edge" and Tangent Space and Triangulate needs to be ticked and using the addon-shortcuts to export the FBX files, those settings are automatically applied.
Finally, I added a couple of tools to fix single-frame pose animations that Unreal Engine doesn't like. The button duplicates the frame of any single-frame animations, turning it into an acceptable two-frame animation.
Finally (finally) - I added a button to help you rename a bone in your armature if necessary. For example, I needed to rename my pelvis bone from Root to Pelvis, and if you just rename it manually it will break all the animations. With the addon rename feature, it'll rename the bone and go through all the animations and fix them to work with the new bone name.
Finally (finally, finally) - If you export an Armature and Mesh from Blender to Unreal Engine and the Armature has the default name "Armature" - Unreal Engine will treat your first bone as the root bone. If the Armature has any other name, e.g. Armature1, it will create a root bone in your skeleton named Armature1. For my old characters that I created for Unity, they did not have a root bone, so in the video, I show how I rename my hip/pelvis bone from Root to Pelvis, and then I rename my armature to Root with the addon. This way, I can introduce a root bone for use in Unreal Engine.
This addon was quickly developed and I can't offer any support. Use it at your own risk and make sure you save backups of your files before you use the addon! The addon is free but I decided to host it on Gumroad to avoid script download warnings that you'd get if I host it on my own website.
If you do run into issues or have any suggestions to improve it, please feel free to add that in the comments below, but I leave no guarantees that I'll be able to implement or make any fixes.
To create great rigs in Blender for Unreal Engine, I recommend the addon AutoRig Pro (superhivemarket.com/products/auto-rig-pro) - I am not affiliated with this, but I've bought this addon and it's a great way to quickly create rigs (full body and face) and export them to Unreal Engine with correct scale and bone orientations!
Wishlist UNFAIR RAMPAGE: KNIGHTFALL here: store.steampowered.com/app/3187470/Unfair_Rampage_Knightfall
You can support me on Patreon:
patreon.com/imphenzia
LEARN LOW POLY Character Modeling - Blender 3.5 Full Course: youtu.be/PTWV67qUX2k
Watch this video to learn every step of the way to create your very own characters!
My website:
imphenzia.com
Universal Sound FX:
imphenzia.com/universal-sound-fx
Imphenzia Discord server:
discord.gg/sR7pZ4B
My Instagram:
instagram.com/imphenzia
Twitter:
twitter.com/imphenzia
My Twitch Channel:
twitch.tv/imphenzia
In-depth learn how Low Poly Modeling in Blender:
youtube.com/watch?v=1jHUY3qoBu8
I use a Sony FX3 camera with a Sony FE 2.8/24-70mm GM lens. My primary microphone is now the Shure SM7B, and I use a Rode NTG3 shotgun mic if I need it to be out of view. I downgraded to a Focusrite Solo from my wonderful RME Fireface UFX II that I had to sell when I moved from Sweden to Australia.
Thanks a lot for watching and sharing my videos :)










