Importing Assets
With our Unreal project setup we can start to bring in the assets. First we bring in the rig export which contains the model. Once that has been imported successfully we can bring in the textures, setup the materials and the instances then finally bring in the animation assets and dive into the sequencer.
The Assets are all imported with no animation. All we want is the Model (Mesh, in Unreal) and the Skeleton. To bring in the animated version of the asset is very similar but with a few differences.
One thing to be on the look out for is scale and bounds. Every asset imported into Unreal has a scale. Unreal uses a 1to1 scale, meaning 1 unit in Unreal is the equivalent to 1 cm in the real world. Often in VFX we work at 10th scale, useful for keeping very large scenes under control. I often work on personal projects the same way as my everyday. I did some of my initial tests at 10th scale and ran into a series of errors, odd lighting effects, terrible navigation and found out about the collision bounds.
You can increase the bounds scale by selecting the actor in the world outliner and typing in bounds in the details panel. The default value is always low, increase until the asset/actor stays visible in the viewport when either scrubbing the sequencer timeline or navigating in the viewport.