> For the complete documentation index, see [llms.txt](https://docs.infimagames.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.infimagames.com/product/rigged-gun-model-packs/learn/guides/how-to-export-animations-from-blender-to-unreal-engine-5.md).

# How to Export Animations From Blender to Unreal Engine 5

Written by David Stenfors

***

### Technical Requirements

For this guide I am using:

* [**Blender**](https://www.blender.org/) version **4.0.2**
* [**Unreal Engine 5**](https://www.unrealengine.com/en-US/download)

Later versions will also work, but these are the minimum requirements.

***

### Introduction

This guide shows you how to export animations for a rigged character or weapon model in Blender, then bring those animations into Unreal Engine 5 so you can use them right away in your game project.&#x20;

It is written with FPS animations in mind, although the same workflow works for pretty much any animated and rigged model.

Before you start, you should ideally already be comfortable with the basics of Blender and how to create keyframe animations. The guide focuses only on the export and import steps, not on how to create the animations themselves.

***

**If you want to learn how to create FPS animations in Blender, I would recommend checking out our free YouTube tutorial series, you can find it here:**

{% embed url="<https://youtu.be/XhMq57TZlXg>" %}

**It’s based on the same rig as the one used for this guide, so you should be able to follow along without any issues!**

***

I will be using our [**assault rifle model**](https://www.fab.com/listings/894e3c36-a4e2-4b89-820c-efb0bbafaf05) for demonstration purposes, but this process will work for any of our [**rigged gun models**](https://www.fab.com/listings/eb4258b3-cec4-4995-85fe-ace8c9b5d45f) that include the Blender source files.

{% hint style="info" %}
Unsure if your product will work with this guide? You can check out the list of [**compatible products here**](/product/rigged-gun-model-packs/readme.md#full-list-of-supported-products).
{% endhint %}

***

## Blender

***

### Exporting Character Animations From Blender

The process for this is pretty straightforward, first we need to match the timeline start and end frame with the duration of the animation that we wish to export, then select the armature in **Object Mode**, and export it as an **FBX** file.

**Here is how to do it step by step:**

***

#### Set the Timeline Range

Open the Blender file containing the animation that you wish to export, for demonstration purposes I have created a short fire animation that looks like this:

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FjF5PUqY3W7qCS6Hzwy6j%2Fblender_fire.gif?alt=media&amp;token=ac029bb8-ad93-4cf4-8c35-5b737722fbb9" alt=""><figcaption></figcaption></figure></div>

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2Fh5TmM7h4eRkXnWBh23xd%2Fblender_fire_viewport.gif?alt=media&amp;token=34828a42-d21d-43ec-994c-c3319a456805" alt=""><figcaption></figcaption></figure></div>

The fire animation is 24 frames long (starts at 1, and ends at 25), so I will set the timeline range in the bottom right corner to 1-25.

<figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FSqC3vrmlkX8LAxp5SVoJ%2Fimage.png?alt=media&amp;token=5b2ee6c0-6aea-4c7b-94b8-b2ab6fde8109" alt=""><figcaption></figcaption></figure>

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FNTOpV4qTMCXE7GtwDgou%2Fimage.png?alt=media&amp;token=8eed40c9-3848-4f52-9293-0ce9a1571abe" alt=""><figcaption><p>Timeline range, can be found in the bottom right.</p></figcaption></figure></div>

***

#### Select the Character Armature

Switch to [**Object Mode**](https://docs.blender.org/manual/en/latest/editors/3dview/modes.html), and select the character armature.

We only want to export the **animation data**, so no need to export the mesh. The armature is set up to work with the default **UE5 Manny skeleton**, which is available to import directly in Unreal Engine.

<figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FayQHm8y6sNoSgW4tuxor%2Fimage.png?alt=media&amp;token=149e0903-0536-4060-bdf8-2381ceee804b" alt="Character armature in the Viewport."><figcaption><p>Character armature in the Viewport.</p></figcaption></figure>

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FwAMeo5JN9lG84CXpaA7W%2Fimage.png?alt=media&amp;token=0477f467-fa07-47a2-9423-c408fad669ed" alt=""><figcaption><p>Character armature in the Outliner.</p></figcaption></figure></div>

***

#### Export the Character Animation

With the armature selected, go to **File > Export > FBX (.fbx)**.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FSshONMXFnMfJEfb0p75G%2Fimage.png?alt=media&amp;token=5eb583aa-1e38-4286-8387-5e0ec6f50f8b" alt=""><figcaption></figcaption></figure></div>

This will bring up the FBX export settings, these are the settings that I use:

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2F3efyVvAJlYp97Lt55WkN%2Fimage.png?alt=media&amp;token=8b14fc2d-e62e-49e5-b0bf-294152985cae" alt=""><figcaption></figcaption></figure></div>

Give it an appropriate name and choose a folder destination, and then press **Export FBX**.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FNPOR9zTEBiJTDCzqvYf1%2Fimage.png?alt=media&amp;token=8ff86768-6c08-4690-989b-fb91bd47f686" alt=""><figcaption></figcaption></figure></div>

***

### Exporting Gun Animations From Blender

The character and weapon rig are two separate objects, this means that we have to export their animations separately.

***

#### Select the Gun Armature

Just like we did for the character armature, we also have to select the gun armature while in **Object Mode**.

<figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FmDN5cDw7jEQiqNWsF8ai%2Fimage.png?alt=media&amp;token=eafe19f9-00ae-4351-a36b-d8142cf84ead" alt=""><figcaption></figcaption></figure>

You might notice that the gun armature name ends with “.001”, this is because the armature of the character and gun have the same name, so blender automatically adds the numbers at the end to differentiate them.

This should not cause any issues when exporting, but might be good to be aware of.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FtPo8NTRj2DUj9POkQVH0%2Fimage.png?alt=media&amp;token=324c1b6e-dd78-4074-9118-581350246284" alt=""><figcaption></figcaption></figure></div>

***

#### Center the Gun Armature in the Viewport

The gun armature is currently attached to the gun bone of the character armature, while we could technically export it from this position I usually prefer to have it centered in the viewport first. If it’s not centered before exporting we will get a warning message when importing the animations into Unreal Engine

**This is the warning message in Unreal Engine when importing a non zeroed animation:**

{% hint style="info" %}
LogFbx: Warning: IMPORT TRANSFORM ERROR : Bone (Root:0) Source Global Transform (-6.129862,13.500997,151.916324|22.640712,-29.344927,-46.547862|1.000000,1.000000,1.000000), Converted Global Transform (-0.000002,0.000008,-0.000002|0.000000,0.000001,0.000001|1.000000,1.000000,1.000000) LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/InfimaGames/ModernAssaultRifle/Meshes/A\_FP\_WEP\_AssaultRifle\_Fire\_Example.A\_FP\_WEP\_AssaultRifle\_Fire\_Example FBXImport: Warning: Imported bone transform is different from original. Please check Output Log to see detail of error.
{% endhint %}

What the log means:

* **Source Global Transform:**

  This is the global position, rotation, and scale of the **Root bone** in Blender before export (positioned at the gun bone of the character armature).

  <mark style="color:$danger;">(-6.129862, 13.500997, 151.916324 | 22.640712, -29.344927, -46.547862 | 1.000000, 1.000000, 1.000000)</mark>
* **Converted Global Transform:**

  This is what Unreal Engine **converted** the Root bone's transform into after import.

  <mark style="color:$danger;">(-0.000002, 0.000008, -0.000002 | 0.000000, 0.000001, 0.000001 | 1.000000, 1.000000, 1.000000)</mark>

Basically Unreal will automatically zero out the location and rotation of the imported animation root when it detects offsets (to match it with the gun skeleton that is already imported to the project), so to avoid this we can simply center the gun armature in Blender before exporting.

With the gun armature selected in **Object Mode**, go to the **Constraints** panel on the right side of the screen.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FoTgwSFNsEfLqG30ZlHpD%2Fimage.png?alt=media&amp;token=c0458c64-6421-4455-8b8e-d25a93130abf" alt=""><figcaption></figcaption></figure></div>

The gun is attached to the characters gun bone, called “ik\_hand\_gun”.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2F1WexIHkX0EfsWs3vALLh%2Fimage.png?alt=media&amp;token=8532c9ab-cc0b-4a89-9ecf-5e84d109c99f" alt=""><figcaption></figcaption></figure></div>

We can simply uncheck the blue “eye” icon to temporarily disable it.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2Fzwi0PzAtcdaGMoLHxBo0%2Fimage.png?alt=media&amp;token=9b38ed6e-cfb1-4665-93e0-45fe426a025c" alt=""><figcaption></figcaption></figure></div>

***

#### Export the Gun Animation

Now that the guns armature is centered in the viewport, we can export the animation.

<figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2F2ZO5R4OKnS8yEz0dtjjZ%2Fimage.png?alt=media&amp;token=1822c3b3-8f5f-4889-8faa-1cb036b83f7c" alt=""><figcaption></figcaption></figure>

Make sure that the correct animation is assigned in the [**Action Editor**](https://docs.blender.org/manual/en/2.80/editors/dope_sheet/action.html) (the fire animation in this case).

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FOkha2MYgipotHycsGYS8%2Fimage.png?alt=media&amp;token=a236a9e3-c5df-4993-9c8c-5922b79f0b32" alt=""><figcaption></figcaption></figure></div>

Go to **File > Export > FBX (.fbx).**

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2F4TvbnCDVgB0Xuou0Kf3I%2Fimage.png?alt=media&amp;token=3529e2c0-79c0-4ea8-b902-52c101b778e4" alt=""><figcaption></figcaption></figure></div>

Give it an appropriate name and locate the folder that you wish to export it to, and press Export FBX.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FxSs54uwhbObIOxC3rYBB%2Fimage.png?alt=media&amp;token=baed6560-c0b1-4bed-af5d-dcb66d9d9109" alt=""><figcaption></figcaption></figure></div>

Now we have two exported fbx files, one for the character animation and one for the gun.

<div align="left" data-with-frame="true"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FtonDw5HLgGxrlpB8bZzU%2Fimage.png?alt=media&amp;token=16fd3bc1-6e25-4c04-aef0-7aff9af73549" alt=""><figcaption></figcaption></figure></div>

***

## Unreal Engine 5

***

### Importing Character Animations

Now we can import the animations to our Unreal Engine 5 project, I will be using the default [**assault rifle model**](https://www.fab.com/listings/894e3c36-a4e2-4b89-820c-efb0bbafaf05) project, which already contains the gun skeleton (armature) and its textured meshes.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2Ft4wKLAkINQcVIkM3A0py%2Fimage.png?alt=media&amp;token=938250c4-f01c-49e3-ad1d-fc1e9ee01357" alt=""><figcaption></figcaption></figure></div>

#### Import the UE5 Manny Skeleton & Mesh

Before we import the character animation, we need to make sure that our project contains the **UE5 Manny** [**Skeleton**](https://dev.epicgames.com/documentation/en-us/unreal-engine/skeletons-in-unreal-engine), otherwise there will be nothing to assign our animation to.

Right click anywhere inside the folder area and choose **Add Feature or Content Pack**.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FZ6dk3fADkeMpmGLrSTrE%2Fimage.png?alt=media&amp;token=36c9900c-9e37-4dbd-bba0-728770089352" alt=""><figcaption></figcaption></figure></div>

Select the **Third Person** template, and choose **Add to Project**.

<figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FGDPWw3FNGBwvZu5Cen2b%2Fimage.png?alt=media&amp;token=e5fdf9a4-c61b-4841-8b0f-9e1d6d805c61" alt=""><figcaption></figcaption></figure>

This will create three new folders:

* **Characters** (contains the mannequin meshes and skeleton)
* **LevelPrototyping** (this one is not necessary for this guide, and can be deleted)
* **ThirdPerson** (this one can also be deleted)

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FLY4g3VbWeEthxojZl6la%2Fimage.png?alt=media&amp;token=fc975e67-efa4-4913-9159-f695e7f67dbd" alt=""><figcaption></figcaption></figure></div>

Go to **Characters > Mannequins > Meshes**, here you will find the **UE5 Manny** skeleton, as well as the character meshes.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FlKbgKGk3BMlrpDW3Gqnr%2Fimage.png?alt=media&amp;token=bbbcdff1-cfbb-4572-9860-43aae73db363" alt=""><figcaption></figcaption></figure></div>

***

#### Import the Custom Animation

Now we can import our custom character animation, right click anywhere inside the folder area and choose **Import to /Game/Characters/Mannequins/Meshes** (doesn’t have to be this exact folder path, feel free to import it elsewhere).

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2F8zWHw5g02Y7eWIFzzMTI%2Fimage.png?alt=media&amp;token=90d42f8b-6f99-42bb-b669-3c671b12f6db" alt=""><figcaption></figcaption></figure></div>

Locate the character animation that we exported previously, and import it.

<div align="left" data-with-frame="true"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FweRUCROpciJoWwrQ4vLw%2Fimage.png?alt=media&amp;token=21c8675e-ccce-4c7c-86a6-d43783ca4676" alt=""><figcaption></figcaption></figure></div>

This will bring up the **FBX Import Options** window, here we need to assign the **SK\_Mannequin (UE5 Manny)** as the **Skeleton**.

{% hint style="info" %}
**Note:** In Unreal Engine 5.7, the FBX importer's interface and options have changed, making our guide's images slightly outdated. You can still use the legacy FBX importer with this console command before importing, in case you want to use the same options:

**`Interchange.FeatureFlags.Import.FBX 0`**
{% endhint %}

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FJg5BHMjWIxwMC5Akjdp6%2Fimage.png?alt=media&amp;token=196a74a9-86f8-4a58-acf6-fe347fccf88f" alt=""><figcaption></figcaption></figure></div>

We can leave the settings as default, and then press **Import**.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FHIar4eM7CxlELcMtjtA0%2Fimage.png?alt=media&amp;token=c44c2fa6-6f28-442c-9a87-b4506a5dc5a9" alt=""><figcaption></figcaption></figure></div>

This will import our custom character animation into the folder.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FzjwAiY5DVBV00mi1qpYJ%2Fimage.png?alt=media&amp;token=80e19030-266a-41c2-a6c0-c71d74b91bf9" alt=""><figcaption></figcaption></figure></div>

***

#### Import Custom FPP Manny Mesh

Since this animation was created for a first person perspective, we want to import a version of the Manny mesh that only contains the arms.

This is already included with the Blender source files, you can find it inside the source files folder, under **Meshes > Manny > SK\_FPP\_Manny\_Simple**.

<div align="left" data-with-frame="true"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2F8jZ48fTcn5l9kItUp0FB%2Fimage.png?alt=media&amp;token=8b65e042-df74-48cf-82c2-7816f858dc00" alt=""><figcaption></figcaption></figure></div>

Import the “**SK\_FPP\_Manny\_Simple**” mesh using the same method as before.

In the Import settings, we want to set **SK\_Mannequin** as the **Skeleton** (the thumbnail might show a different preview mesh, but this can be ignored since it’s just a visual bug).

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FvmhRSsjr7dTgsxJW2L4W%2Fimage.png?alt=media&amp;token=881c4230-e16a-401a-9d2d-9a0a4fc43a0b" alt=""><figcaption></figcaption></figure></div>

Press import, now we have a custom FPP version of the Manny mesh in our folder.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FCYbHuL8qRpcCNRWbWNsw%2Fimage.png?alt=media&amp;token=70e4708b-3a6e-4677-883f-d777490423d9" alt=""><figcaption></figcaption></figure></div>

By default it won’t have any materials assigned, we can open it and assign the same materials as the default mannequin mesh uses.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FbGYbZjv7frxuhLt6clKm%2Fimage.png?alt=media&amp;token=df7600c6-2dce-4675-a463-4c29c0649536" alt=""><figcaption></figcaption></figure></div>

***

#### Change the Preview Mesh

If we preview our custom animation we notice that it shows the third person Manny mesh by default.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FMQIsw7flu3voKp73Qk8f%2Fimage.png?alt=media&amp;token=e2411a91-9dd1-4cef-99d7-732f43161c8e" alt=""><figcaption></figcaption></figure></div>

To fix this, we can change the **Preview Mesh** to the custom FPP version that we just imported, and then press **Apply To Asset**.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FvKdjx3s9eKPlxMgvsVz9%2Fimage.png?alt=media&amp;token=6186e27e-5e70-432d-86b7-42b47e1cfd5d" alt=""><figcaption></figcaption></figure></div>

Now we can properly preview our animation, this is what the imported fire animation looks like:

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2F4rivRdlCEhGrIsv4ZJ6Q%2Ffp_fire.gif?alt=media&amp;token=f048cc9d-abc5-4086-837a-25e120e42ca1" alt=""><figcaption></figcaption></figure></div>

***

#### Fixing Camera/Head Bone Jitter (Optional)

For this demonstration I didn’t animate the head bone of the character, but in case you did, you might notice that there are sometimes issues where the head bone shakes/vibrates at the end of the animation.

I’ve noticed that this usually happens when there are small/detailed rotations in the animation, which can be very frustrating to fix.

The best solution is to enable **Preserve Local Transform** in the Unreal Engine animation settings, and then **re-import** the animation, this should fix the issue.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FsV7TIgL0wfpTeBBTRWx7%2Fimage.png?alt=media&amp;token=979cfb27-2a34-482a-ab03-201190f40938" alt=""><figcaption><p>Enable “Preserve Local Transform” in animation settings and then re-import the file.</p></figcaption></figure></div>

***

### Importing Gun Animations

The process for importing the custom gun animation is pretty much the same as the character, since we already have the gun skeleton in the project (”**SKEL\_AssaultRifle**” in this case) we can import the animation directly.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FmAlvcdmRRugqIltrYxo6%2Fimage.png?alt=media&amp;token=71ca6008-48d7-4eea-b66f-0406871b34e8" alt=""><figcaption></figcaption></figure></div>

***

#### Import the Custom Gun Animation

Right click anywhere inside the folder area and choose **Import to**.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FYXgKY2xXNFHXY5vJvcdJ%2Fimage.png?alt=media&amp;token=d4e01a3f-abff-419c-ba75-ab4d7f3d6aa5" alt=""><figcaption></figcaption></figure></div>

Locate the gun animation that we exported from Blender earlier, and import it.

<div align="left" data-with-frame="true"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FXus1zdFWIEdWyrsMGMZu%2Fimage.png?alt=media&amp;token=d8ea2f5c-86f2-4586-b692-728da62cc601" alt=""><figcaption></figcaption></figure></div>

Again, the skeleton preview thumbnail is messed up, but that’s fine, just make sure it’s assigned to the correct skeleton (”**SKEL\_AssaultRifle**” in this case).

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2F2suZKUSWRO9fviWNmaD3%2Fimage.png?alt=media&amp;token=23011456-d685-4ee1-9f31-832cb28b8311" alt=""><figcaption></figcaption></figure></div>

Import the animation.

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FN9EIK5sJZ2SH0Oqj4r0j%2Fimage.png?alt=media&amp;token=b530009b-112e-46d5-94f4-85d4e3725025" alt=""><figcaption></figcaption></figure></div>

***

#### Preview the Animation

We can now preview it (since we assigned it to the gun skeleton, the preview mesh should already be correctly assigned by default), this is how it looks:

<div align="left"><figure><img src="https://3672090337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAgT30KKyRo4789Fd0nkv%2Fuploads%2FNCMlVj3jklCCaQqq5wNe%2Fwep_fire.gif?alt=media&amp;token=39b7beb5-7b73-4da7-b682-98c1838749ed" alt=""><figcaption></figcaption></figure></div>

And that’s the entire process for exporting and importing custom animations from **Blender** to **Unreal Engine 5** using our source files, hope you found it useful!

***


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