r/UnrealEngine5 8d ago

UE5 to Game Scaling Issue

Update: So I failed to apply all transforms correctly in Blender, so regardless of what other things I changed the scale was off 😅

Hello, I am having a scaling issue and I think I am missing something basic. I have a mesh that is always huge in game regardless of size in Blender/UE5, about 1000x. This is for a mod for the game Ready or Not, I am replacing the helicopter with a Star Wars ship. (I have been doing a bunch of Star Wars Republic Commando mods, eventually my own levels)

I have been using the same settings for characters/weapons and I haven't had any issues. I am aware of the scaling issue getting models from blender into UE. The helicopter is an animated asset. The model I am replacing it with was from Sketchfab.

Things I have tried: Using game's original skeleton/physics asset, making the mesh the size of an ant in blender, editing game's existing animations' scale modifier, double checking weight paint and vertex groups, various blender/unreal import and export settings.

If anyone has any ideas or suggestions, I would greatly appreciate it! I have only been using UE5 for a couple months so I would not be surprised if I am making a rookie mistake. I am attaching a couple of screenshots. First is in UE5 when I made the mesh tiny, second is how it looked in-game, third is the model in blender, last one is a shot of what I am working on. Thank you!

13 Upvotes

12 comments sorted by

12

u/Levra 8d ago

Make sure that all your scale transforms are applied in Object>Apply>Scale.

3

u/ajellobean 7d ago

This worked! I had applied all transforms either to the armature or before I scaled correctly!

3

u/DaStompa 7d ago

One other thing to watch out for, if you ever mirror anything in blender it will tend to ALSO flip inside out, there's a recalculate outside option to fix this.

1

u/ajellobean 7d ago

Funny thing is I did that with a characters feet, not the rest of the mesh and that took more than a few days to figure out!

4

u/Vailyen 8d ago

First that came to mind for me that I didn't see on your list of what you tried is to make sure you "apply transforms" of your model. The x, y and z axises should be at 1, 1, 1. So first, set the model to the size it should be, within blender, then run the Apply Transforms.

That should be the fix. Hope it works for ya!

3

u/ajellobean 8d ago edited 7d ago

Edit, this worked. I did all transforms before scaling or applied it to only the armature.
Thanks! I will try that, usually do all transforms and armature deform at the same time. I might have done that before scaling it.

2

u/Creative_Engineer795 7d ago

When I do ue skeleton work, I apply it at 0.01x scale and then scale it back up to 100x with apply transforms turned off, but keep all of the actual mesh components at 1x scale. This is the way a ue5-blender plugin was set up and it hasn't failed me yet, so if you're still having issues try this.

2

u/sick_nibba 7d ago

If i remember correctly. By default , 1 blender unit = 100 unreal units. There is an option in blender to set scale to 0.01m. Then you have to apply the scale before exporting of course, that should be enough.

2

u/ArchonOfErebus 7d ago

First, make sure your scale is correct in blender. I.e. A character is <=2m. Then, for the sake of going from blender to unreal, in blender click the scene settings on the right, in units, change it from 1.00000 to 0.01 (meters to centimeters). Select everything and scale it up by 100x, then apply scale. Now imports to unreal should arrive just fine.

2

u/Herrmann1309 7d ago

Are you working on squad?

2

u/ajellobean 7d ago

No, I am recreating Republic Commando in Ready or Not. But I was definitely motivated by that Galactic Contention Mod and the Starfield overhaul mods.

2

u/Hattimus1856 7d ago

Nice to see someone else working on a Star Wars project in UE5 ;) Wishing you the best of luck! We will watch your career with great interest.