![]() ![]() If you want to find the “best” method, then I recommend trying out each one in different scenarios to find one that works best for that given scenario. There are several methods out there for getting proper scale from Blender to UE4, and they all seem to have their own downsides, which honestly is not ideal for a production workflow in the least bit. To make a point, this isn’t one of the strongest features of Blender, and it’s clear that there wasn’t a large amount of foresight involved when planning it ( not to discredit the developers). This method also causes possibly insignificant graphical inconsistencies in the way objects are displayed in the viewport. A few caveats regarding this method is that certain objects added in will not be to-scale with the new scale of the scene (such as cameras, empties, armatures, etc.). One method to remedy this is to adjust the scale of the scene, as described on the Static Mesh from Blender wiki page. This is where the ratio is not equal.Ĭonsidering that the default cube in Blender is really only 2cm^3, that means the viewport is zoomed in by 100 if we compare it with UE4 standards. you can call it 3 or 7.2 btw a BU(blender unit) is the width of the darker grid lines after you press enter which unzooms. he was trying to tell you that it’s all arbitrary you call a BU a meter and it is. ![]() To be more specific, the default scale of the scene in Blender is not comparable to the scale of the scene in UE4. there is no ruler because it doesn’t work like that there is no definite measurement. The problem is with what we call “normal” in Blender. A “normal” sized mesh in Blender gets tiny when importing to UE4. ![]()
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