[UE4]FBX Export and Import Related
Keywords: Multiple roots found
UE4 doesn’t support
Dual Quaternion of Maya,
Skinning Method must be set as
Import SkeletalMesh using existed Skeleton
Skeletal Mesh and select existed Skeleton.
When pop a tip window ask if regenerate Skeleton, click Yes.
Duplicate bone name found (‘XXX’). Each bone must have a unique name
When Import FBX into UE4, there’s error log:
Multiple roots found Error, Could not import MinigunPlaceholderSkel. Duplicate bone name found ('MinigunPlaceholderSkel'). Each bone must have a unique name.
- The Group name is the same as the Mesh name or Bone name.
- There’s no Group out of Mesh and Bones.
- Change Group name that isn’t the same as Mesh name or Bone name.
- Create a Group and put Mesh and Bone under it.
Mesh contains XXXX bone as root but animation doesn’t contain the root track
Error on importing animation asset (FBX):
FBXImport: Error: Mesh contains XXXX bone as root but animation doesn't contain the root track. Import failed. FBXImport: Error: Import failed.
The name of top node in Outliner (the top node can be a Joint, or a Group) wasn’t the same between skeletal mesh and animation sequence.
Make sure the name of top node in both skeletal mesh and animation sequence are the same.
Group name in skeletal mesh:
root joint name in animation sequence:
When names of top node are the same, then you can name the chind node as what you want. e.g. you can name the child node which under root node as
The top node in Outliner would became as a bone when it was imported in Unreal.