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How to Create and Animate a Glowing Pickup with Blender and Unreal Engine 4

Skill Level : Beginner


Welcome to the first in a series of posts on developing a 3D Sidescroller Racing Game. By following along with this series you will gain an understanding of what is required when working with Blender, Unreal Engine 4 as well as several other Open Source applications in developing a functional 3D game, that utilizes game mechanics similar to that found in Sonic the Hedgehog and gameplay inspired by Wipeout 2097.

In this post we will start by developing a 3D asset in Blender, that we will then import into Unreal Engine 4 (UE4). We will then use this asset within the Unreal Editor as an item within a side-scrolling game that acts as a pick-up. A pick-up is typically any item within a game world that is collectable by a game character. In terms of Unreal Engine-speak, we would refer to our game character as a Pawn and the pickup as an Actor. Simply put, our Pawn is the character we control within the game and it will interact with our Actor, the pickup object.

The focus of this post is not on the interaction between the Pawn and the Actor, but rather on the core concepts of developing an actor within UE4. We will develop the pickup 3D model in Blender with special consideration regarding the creation of assets for realtime applications. We will then create a Blueprint Actor with the 3D model in UE4 that has a glowing material and a rotates in-game like many a pickup of simmilar type from other games you may have played.



No prior programming or game development knowledge is required, as we will unpack both the rationale and implementation behind the fundamentals of 3D games dev. We will also explore deployment to both mobile and desktop platforms in later posts.

You will, however, need a computer capable of running high-end 3D applications, as well as a decent internet connection and a commitment to some level of self-regulated learning.

In order to complete this tutorial, you will need both Blender and Unreal Editor 4 installed. If you would like to find out more about installing Unreal Editor, please read through this post.

You will not require anything more than a basic understanding of Blender’s modelling tools as well as some general background knowledge of 3D. If you are just starting from scratch then you should consider taking this free 3D course before continuing.

Building the Asset

When building game assets there are various factors to take into consideration, it’s always worthwhile keeping an eye of the polycount of your assets, making sure that you are not creating non-manifold geometry as well as creating edge loops that subdivide as evenly as possible as this will assist with creating different Level Of Detail (LOD) objects.

As a pickup is an asset that will be used many times throughout a game level, its polycount becomes exponentially significant to keep as low as possible. Keeping a low polycount is significant as it places less strain on the game’s rendering engine, this ultimately can contribute to making your game play smoother and prevent frame-skipping. Also bear in mind that, it may be a misconception to think that keeping a low polycount is only relevant if you are producing games for mobile devices. Although, the topic of keeping a low polycount is certainly recommended for mobile games its also worth remembering that not only is this a topic of concern for PC gaming but consoles games can benefit from the performance increase as well. When taking into consideration the distribution of a system’s resources for the purposes of rendering and making a game playable, consider that resources consumed for the purposes of transforming and rendering geometry could potentially have been used elsewhere to improve the quality of lighting in a scene or providing smoother physics simulations. In other words, thinking about balancing the load of the rendering engine is not just a consideration exclusively for software engineers but also something that artists and other technicians should always be aware of.

As performance is such an important topic in games development, we will be addressing it wherever possible.

Modelling and Asset Preparation

Our pickup is going to be in the shape of a star and although there are many ways in which you could model this in Blender one of the simplest approaches would be to use an application such as Inkscape.

If you use a primarily open-source production pipeline, then Inkscape is certainly a tool you might want to consider adding to your workflow. It is a cross-platform, Vector drawing application and can be used to generate splines that import seamlessly into Blender.

Inkscape has a set of premade shapes that are highly customisable including a star. Once the star was quickly created it was then saved as a vector in SVG (Scalable Vector Graphic) format. This is Inkscape’s native file format. From here the SVG is easily imported into Blender and works as any spline typically would. This is also very useful if you ever needed to tweak the vector graphic as Blender splines, particularly as all the bezier handles generated in Inkscape are retained in Blender.

From Blender simply import the SVG , using Blender’s SVG import plugin.

Once the SVG has been imported you can tweak it from here, using Blender’s spline modelling tools. When you are satisfied with the results select the curve and convert it to a mesh.

In order to retain as much control as possible of your 3D assets for your games, converting them to polygons within Blender (and before exporting them) will help you to visualize what the final results will look like. This will also afford you the benefit of being able to address any concerns with the geometry before importing them into UE4.

As a result, it’s recommended that if you have an exporter that does polygon conversion for you there are times when you might want to skip that option in order to retain as much control of the creation for such a critical asset as a pickup that will appear abundantly in some game levels.

Sometimes in Blender, when converting curves to a polygon object the results might not be what you expect. In our case, as we are dealing with a simple primitive shape although the conversion process resulted in malformed geometry with polygons of inconsistent dimensions, fixing this will be quick and easy.

  1. In this case the internal edges of the star were selected then deleted, resulting in an outline of the star.
  2. The edges making up the outline were then selected and extruded. This can be achieved in Blender’s Edit Mode by hitting the e key and moving the mouse/stylus etc in the viewport. To restrain the extrude to a particular axis hit the key corresponding to that axis. In this case, the key combination for extruding the outline of the star was e then z.

Before exporting assets such as props to UE4 you should always ensure that the object’s Center Of Mass (COM) is in the middle of the object’s volumetric boundaries. The only time when this might not be applicable is when working with characters. In this case, typically your object’s COM could be on the ground plane, in between your character’s feet or the middle of your character’s hip area.

Modelling Considerations for Realtime Applications

The location of the COM is significant with regards to a games engine as animations applied within the games engine will take the COM into consideration. In our case, we will be making the star rotate around an axis within the game level, this axis is defined by the center of the object’s volume within the game. As such ensuring that the object’s COM within Blender is also centralized to the object’s volume will result in the axes for rotating the object within the game aligning the with object’s COM as you have defined it through the modelling process.

Using Blender’s modelling tools create your pickup asset as you see fit. Some matters to take into consideration when creating your assets include

  • Try to keep your geometry minimalistic
  • Use triangles and quadrangles but avoid ngons
  • Recalculate your geometry’s Normals so that they always point away from the mesh’s interior. This can be achieved in Blender by selecting all vertices/faces and hitting shift-n.

At this stage, you might consider laying out your model’s UV’s. Although it is not always necessary, particularly when dealing with a light source 3D model if you wish to add any textures to your model within the game level then laying out of UV’s will be required.

  • When laying out UV’s try to ensure that they take up as much of the object’s texture space as possible (sometimes referred to as 0 to 1 texture space). This ensures that you have the greatest surface area in which to make the texture’s details visible and clear.
  • UV’s should be non-overlapping, for the sake of simplicity. Although UE4 does support multiple UV sets/channels which will allow a vertex in one location to inhabit more than one set of coordinates within multiple UV sets. This can simply result in additional overheads with regrads to system resources that can be utilized elsewhere.
  • UV islands should match your objects shape as close as possible, for example, the UV map of the star above looks like that of a star.

Once you are satisfied with your model it’s then time to export it to FBX.

FBX is a file interchange format that retains many useful attributes of your 3D assets such as some materials, animation, UV’s and many other properties.

It is a format that is supported by both Unreal Engine and Blender, however, do take into consideration that when you export your 3D assets from Blender to FBX you will be losing some editable qualities. As a result, it is always recommended that you keep your .blend files even after exporting your assets to FBX, in the event that any changes need to be applied to the original model.

Select the object you want to export, then from Blender’s File menu choose Export FBX. Make sure you have Selected Objects checked for the FBX Export options the other default settings in most cases will suffice.

Setup your Game Project in the Unreal Editor

We are going to be creating a 3D side scroller game, in which the character can race through levels collect pickups and try to avoid obstacles, very similar to the mechanics of Sonic the Hedgehog.

We will start by using Unreal’s Side Scroller Template. These templates are a great starting point for many different game types including First Person Perspective, 3rd Person Perspective and many others. A lot of the basics have already been built into the templates so starting with a template can ultimately save you a lot of time.

We will primarily make use of Unreal Editor’s Blueprint visual scripting interface. This is, as opposed to, primarily driving the game’s interactivity with our own C++ scripts. Even if you are very familiar with the C++ programing language, there are still many benefits to working with Blueprints as it remains an extremely versatile choice, capable of achieving results quickly and in some cases, the performance increase you gain from working exclusively with C++ might not even be noticeable.

Once you have your new project created you can test the default gameplay, simply by clicking the Play button in the main interface. You can then use your keyboard to control the character in the game.

Once you are done press ESC to return to the Editor.

You might notice that our game is missing some crucial components. We will start by adding the pickup we previously created in Blender to our game.

Import A 3D Mesh Asset

Below the 3D Viewport, you will find the Content Browser. This panel provides a visual representation of the components that make up the game. Assets not only include 3D meshes but also Blueprints, sounds, materials, animations and many other types.

As your projects grow in scale, the need to keep your assets logically ordered and therefore easier to find will become more relevant. As a result, we are going to keep things organized by importing the Star Pickup 3D Asset under the Geometry folder within the Content Browser. Open the Geometry folder and navigate to Meshes.

Click the Import button to bring up your system’s file chooser dialogue box. Then navigate to the directory where you saved the Star Pickup FBX file and import it into the scene.

Unreal will recognise the file type you are trying to import (it supports many different file types for importing). It will subsequently load the FBX Import Options dialogue box. Typically the default options will be suitable. Unreal is also generally capable of detecting if the FBX has animation or not and will subsequently check or uncheck the Skeletal Mesh option. As our asset does not have animation there is no need to have this option checked. You can find out more about importing meshes with skeletal animation here.

Once your mesh has been imported you can double click it within the Content Browser to open it for editing. This is applicable for most assets within the Content Browser and not just exclusively for meshes.

It’s worth noting that the mesh has not been imported into the game world. It is simply stored within the Editor for eventual use within the game. In order for us to use the asset in the game, we could drag the asset into the 3D viewport from the main editor interface. The result of this action would be simply placing a mesh in the game, it would have no exclusive, interactive properties. However, because we want our 3D model to have interactivity that we define, we will attach our asset to a Blueprint, then drag the Blueprint into the game world.

The benefit of the latter method is that every time we drag the Blueprint into the game world all of the functionality associated with the asset comes with it.

Create Your First Blueprint

As mentioned there are many benefits to working with Blueprints. We will make our first Blueprint which will essentially serve the purpose of being a pickup in our game.

Although it is not necessary to have any prior programming knowledge in order to use Blueprints, understanding some basic concepts will certainly help when it comes to creating your own Blueprint objects.

Blueprints are essentially a collection of properties and various functionalities. You can define a Blueprints functionalities as well as it’s properties and also access preexisting one too. If you have prior programming knowledge you could think of a Blueprint as a visual representation of a class within the context of the Object-oriented programming paradigm.

  1. Within the Content Browser, open the SideScrollerBP folder.
  1. Right-click on an empty area within the Content Browser panel and select Blueprint Class from the Create Basic Asset menu.
  1. From the resulting Pick Parent Class dialogue box select Actor. In Unreal an Actor is any object that can be transformed within the game world. This, of course, covers a very broad spectrum of objects including creatures, hero’s, lights, collision objects the sky and the list goes on.

An Actor can be thought of as the most generic class of objects that are placable within the game world.

A Pawn is a type of Actor that is controllable by the player. In other words, a Pawn could be a vehicle, a robot, a person etc. It is the manifestation by which the player interacts with the game world.

A Character is a type of Pawn with more specialized functionality that enables it to walk, run, jump, swim and perform many other interactions with the game world that you could expect of a human-like or personified character.

You will now have a new Blueprint in your Content Browser. Name this Blueprint StarPickUp then double-click it to open the Blueprint editor with the StarPickUp loaded.

Working with Blueprint Components

There are three main sections within the Blueprint Editor that we are concerned with.

1. The panel on the left-hand side of the Editor is used to add components to the Blueprint. These components can be various types of assets that you have imported into the Editor (such as the Star Pickup mesh) or assets that are already a part of UE4. You can also add unique properties to Blueprints here.

2. The middle section of the Blueprint Editor is primarily for the purposes of visualizing the Blueprint, how all the components relate to each other as well as providing the ability to modify these connections through a Node-based interface.

3. The section on the right consists of the main panel for editing the details of a component or other selection.

Click on the Add Component drop-down and search for Static Mesh.

Add the Static Mesh component to your Blueprint. We will now be able to edit the Static Mesh component by including the Star Pickup mesh to our Blueprint.

If at this point you are struggling to visualize what we are attempting to achieve you can think about our project in terms of a hierarchy.

At the top of the heirachy is the game level we are currently working on. This game level consists of all our Blueprints, Characters, mesh objects sounds etc.

What we are doing is currently adding a Blueprint to this level. This Blueprint is made up of a Static Mesh. The Static Mesh is made up of Geometry (polygons) and Materials. The Blueprint itself is also going to include some functionality and properties that will make it possible for our Character and even other Actors in the game world to interact with it.

In the Details panel on the right under the section called Static Mesh, you will find a drop-down list. Select the Star mesh that you previously imported and it will now appear in the viewport panel in the middle section of the Blueprint editor.

In the same Details section, you will also find the interface for modifying the Static Meshes Transforms. It’s worth noting that you are not editing the Blueprint’s Transforms here. As previously mentioned the Blueprint type we are working on is an Actor and Actors are placeable within the game world, therefore this type of Blueprint will also have transforms associated with it. Again it is best to visualize this in terms of a hierarchy, transforms applied to the Blueprint will have an indirect effect on how the Static Mesh is displayed in the game world. The Static Mesh also has its own transforms, which is what we are editing here. These transforms do not affect the Blueprints transforms as the Static Mesh can be considered as a child of the Blueprint.

A Blueprint is essentially not a tangible object within the game world, however, its components can make it seem tangible.

Now that we have our Star mesh imported and connected to our Blueprint we are going to work on making it look somewhat more interesting by adding some simple animation as well as making it glow. At a later stage, we will add the functionality that turns it into an actual pickup which augments our characters score during gameplay.

Within the same Blueprint Editor for the StarPickUp add a new component called Rotating Movement. In order to add components to a Blueprint follow the same steps, we took for adding the Static Mesh. This component will be used to add a simple rotation animation to the pickup. You can specify the axis around which you would like the rotation to occur in the Details panel.

Once you are satisfied with your edits you must compile the results to ensure that there are no errors. As a reminder Blueprints provide a visual representation of the code that would be required to make your game interactive. Compiling, in terms of programming, is the conversion process required between one type of programming language into another. As such, you can think of Compiling in terms of Blueprints as converting the work you have done from a format that is human-readable into a format that is more machine-readable and can therefore run more effectively on a variety of different systems.

As a general rule, you should always consider Compiling and Saving your work before exiting the Blueprint Editor.

Once you have compiled and saved your Blueprint, close the Blueprint Editor. Back in the main Editor click and drag the StarPickUp Blueprint you just saved from the Content Browser into the viewport. If you recall the type of Blueprint we created was an Actor and as previously mentioned Actors are Blueprints that are placable within the game world. As a result, when you drag the asset into the viewport you will notice that arrows appear in order to translate (or move) the asset around in 3D space.

Once you have placed your asset into the viewport, you can test your placement and how your character interacts with your asset by clicking the Play button.

Exit Game mode to return to the main editing interface and double click on the StarPickUp Blueprint in the Content Browser.

You might notice that this time around when the Blueprint Editor opens, instead of seeing the Star Static Mesh you see a grid, where the Viewport previously was (in the middle section of the Editor). This is likely the Event Graph and its main purpose is to provide a visualization of the properties and functionalities of the Blueprint. As we do not have any yet, the interface might seem pretty empty. At a later stage, we will add functionality to the StarPickUp that will allow us to interact with it during gameplay.

If you want to return to the interface showing the static mesh, click on the Viewport tab. From here you can select the Star Static Mesh. You can also simply select the static mesh from the Content Browser and double-click it for editing.

If you are currently in the Blueprint Editor with the Star Static Mesh selected, in the Details panel on the right section of the Editor you will find a menu for the Mesh’s Materials. You can double-click on the swatch (which should look like the thumbnail of a sphere) and this will open the Material Editor.

Node-based Editing for Materials

Unreal Editor provides an intuitive Node-based editing system that is consistent not only for editing materials but also for designing interactions with Blueprints. If you have previously worked with Blender’s node-based editing system when building materials you will find many similarities in terms of building materials within the Unreal Editor too. Nodes can be added by right-clicking on an empty area within the grid area (middle section) of the Material Editor. You can create connections between Nodes by dragging handles from one Node’s socket to another Node’s socket. When you attempt to make a connection that is invalid the Editor will prompt you with a message in red text.

In order for your mesh to render it will require a material, how that material renders will be determined by the connections we make between the various nodes in the Material Editor.

A default Material is created when you import a Static Mesh that does not already have a predetermined material associated with it.

In our case, we have a material with a Scalar Parameter connected to the material’s Base Color. You can use this Parameter Node as an easy way to change the main color of your 3D object. This channel is also similarly referred to as the Diffuse Color in other applications.

Simply click on the swatch and a color picker will appear. Change the color, keeping an eye on the Old and New values, then click OK. The Parameter Node is made up of multiple sockets consisting of composite, red, green, blue and alpha channels. Any channel that can accept a number as an input can accept red, green, blue and alpha as an input. Only channels that can accept multiple values will be able to accept the composite channel as an input.

If working with Node’s in this way seems somewhat confusing, not to worry as we will be revisiting the topic throughout the series in various different interfaces. It will take a bit of practice to understand what qualifies as a valid input, but it certainly does not need to be a complex topic for concern at this stage.

We are going to start off by keeping things as simple as possible, as a result, we will use the existing parameter node in a series of connections that contribute towards making our star pickup glow.

You can disconnect two nodes by holding Alt and clicking on the connection you want to delete. To be clear we don’t want to delete the Node we simply want to delete the connection between the Base Color and Parameter composite channels, therefore just delete the connector.

We are now going to add a Node called a Constant. A constant is a special type of value (or data) that does not change during gameplay. With this in mind we will use our constant to set a value that we use to control how much we want our Star PickUp to glow.

Right-click on an empty area within the Material editor grid viewport to add a new Node. In the search field that appears type constant and select Constant under the Constants section that is filtered by your search.

A Constant Node will appear. You can edit its value by selecting the Node and giving it a value in the Details panel. Setting this value to a number anything above 10 will make the glow on your object more distinguishable. The higher the value the greater the glow, in some cases a value of 50 might be used to achieve a good balance.

As you will notice your material will still not be glowing as of yet, this is primarily because we have not finished setting up the rest of the Nodes and nor have we completed making the appropriate connections.

Next, we will add a Multiply Node. Again, right-click on an empty area and search for multiply. The Multiply Node consists of two inputs and one output.

Input channels of Nodes will always be on the left of the Node and output channels on the right-hand side. Logically, when making connections between Nodes drag an output handle to the appropriate Node’s input channel. This is not something you would typically ever do on the same Node.

We are now going to finish our material by making the appropriate connections. As noted the Multiply Node has two input channels, the purpose of the node is to take an input from channel A, multiply it with the Value as input from channel B then return the result through the output.

In our case, this is significant because all color channels have a minimum and maximum setting depending on the software you are using this could be represented as a range between 0 to 1 or 0 to 255. When pushing these representations of color values beyond their predetermined ranges, the result is that the material can start to appear as being self-illuminated. By taking the results of these exaggerated values and returning them to the Emissive Color channel of a material, a bloom effect is then achieved. This bloom effect is what creates the impression of the object glowing.

It is, however, worth noting that the object is not necessarily glowing, as if it were glowing it would also be casting light on the environment in which it is placed. Therefore, the effect is simply a simulation that does not match real-world physics unless you are using a more current build of UE4. In builds 4.6 and greater the emissive material is, in fact, able to cast light on the environment.

Although it is possible to simulate the effect of the material lighting the environment in versions of Unreal less then build 4.6 you would have to consider how this will affect performance during gameplay.

As previously mentioned performance is of great significance when developing games. Take into consideration that this Star PickUp will appear many times within a level. To visualize this more clearly think about how many times coins appear within a Sonic the Hedgehog level. As a result, wherever it is possible to improve on the performance of an asset during gameplay, it is worth taking into consideration the balance between the quality of rendering versus performance. However, in some cases, you might be able to plan the implementation of an asset without having to make compromises yet still gain from the potential of a performance increase.

In our case, this is crucial when taking into consideration how many times the Star PickUp will appear within a single level as each instance added to the viewport has the potential to negatively impact on the game’s performance, in other words how smooth the game plays or whether it skips frames on some devices.

Unreal provides various Shading Models when working with materials. These Shading models have been optimized in some way to reproduce specific qualities of real-world materials such as cloth, hair and many other types. However, one of the Shading models does not represent a real-world material, as it is intended to ignore the physical properties of light. By setting the Star PickUp’s Shading Model to Unlit we are just using the materials Emmissive Channel to control the visible qualities of light related to the object. This could potentially result in a significant performance increase as physically-based light properties do not need to be calculated for every instance of the Star PickUp.

On the other hand if the object you wanted to add a glow to also required physically-based lighting properties, then the Unlit Shading Model would not work. For example, if your model also made use of a Normal map or had specular highlights.

Once you are happy with your pickup’s material click the Apply then Save buttons and close the Material Editor.

When you are back in the main editor, drag a copy of the Blueprint asset you just created into the viewport if it does not already exist, or drag out as many copies as you want. Then go ahead and test your game.

In this post, we were introduced to many of the basic editing interfaces that the Unreal Editor uses consistently for different components making up a game. We also touched on some topics that should be taken into consideration when exporting assets from Blender for UE4.

In the next instalment of this series, we’re going to take a look at how to add interactivity to the assets we imported as well as how to create animated assets in Blender that will be imported into our game.


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How To Export Skeletal Animation From Blender To Unreal Engine

Now that you have Unreal Engine and Editor up and running, it’s time to start migrating your digital assets from Blender into the Editor. In this post we will discuss some of the prerequisites for building certain assets in Blender, then exporting and finally importing and setup within Unreal Editor.

Rigged and Animated Character from Blender Imported into Unreal Editor/Engine

Build the model in Blender

In fact, you are not limited to Blender in terms of building your models for Unreal Engine 4 (UE4) however, we will be focusing on Blender as it provides a great deal of versatility in terms of content creation. We will focus on an animated 3D character that will be exported via the FBX file format, then imported into UE4. When building assets such as this for a real-time engine there are certain considerations to take note of. Working with an application such as Blender in conjunction with UE4 requires a certain degree of understanding as to what role each software plays in the production pipeline. In other words, there are certain tasks that Blender performs well that should be completed before a model is exported for UE4. Among these considerations are,

  • Topology
  • Non-overlapping UV’s
  • Texture mapping
  • Rigging and Animation

Model Considerations

Topology: Build your models without non-manifold geometry and with edge loops that are placed with consideration for accurate deformation during animation. Although, it will require some experience in getting this right you can start by learning about the basics on this free course.

Non-overlapping UV’s and Texturing: Your model should have it’s UV’s laid out before it is exported from Blender. When unwrapping your model’s UVs to export for a real-time application, its generally best to maximize usage of the 0 to 1 UV texture space, keep your textures square with dimensions between the 4th to 13th power of 2 exponents. You can read more about understanding UV’s here.

Rigging and Animation: Blender has a vast toolset for creating simple to exceptionally complex animations and supporting the content creation process with advanced rigging features. Although you can create animation in UE4 and will certainly encounter times when this is necessary, mastering animation in Blender will certainly be beneficial with regards to raising the quality of your final output significantly. Learning animation is a time-consuming process if this is not in your interests simply utilize readily animated models.

Exporting a Model and Rig

Once you have your model prepped with all the above criteria checked, it’s time to begin the export process. In the interest of keeping things simple, we are not going to focus on export settings and the finer details involved therein. Simply, we will examine the process as an overview in order to equip you with the tools to get an animated character from Blender into Unreal Engine 4. Taking a research-based approach to learning, from that point, will help accelerate your project to the next level.

As mentioned in a previous post, when exporting a model, Location and Rotation transforms should be 0 for all axes.

Scale transforms should be at 1. This is both applicable for the model and for the armature.

When choosing a unit of measurement such as Unit system, Metric or Imperial it would be considered best practices to remain consistent with the same system throughout the entire project. Doing so could contribute towards creating models that are imported at the correct scale, and ultimately save you some time.

You will not require any animation for this first step. All that is required is that the model is bound to the rig and adequately weight painted prior to exporting. With the rig selected go to frame zero, and enter the model’s Rest Position if it is not already in rest pose. If there are any objects in the scene other than the model and rig, such as lights, camera or other objects simply delete them. Ideally, just the 3D model and rig should remain.

With your rig selected enter Pose mode (from the 3D Viewport not Pose Position as opposed to Rest Position i.e. remain in Rest Position) and rename the top-level parent bone, that is the highest bone in the rig’s hierarchy, to Root.

To reiterate on the process we will first be exporting just the model and rig. Once we are happy with how this has imported into UE4 we will then continue to export the animation.

As we are only interested in the Armature and Mesh, select those object types from Blender’s FBX export options dialog. Although if you already deleted all other object types as previously noted then your object types would have been implicitly set.

In the interest of separating animation out of this file, if any already existed, it is recommended to uncheck the Bake Animation setting at first.

When exporting your media to UE4, keeping things as simple as possible is key. Therefore if you are able to create a workflow that enables only exporting Deform Bones successfully then, checking the Only Deform Bones option can help to significantly reduce file sizes and speed up the import/export process.

Bear in mind that if you choose this option for the initial exporting of the character and rig, you should keep this option checked for exporting all remaining animations.

You are now ready to export the file. Save the file to a unique name.

Project Setup

Launch Unreal Editor to configure a new project. If you have not installed UE4 yet start here. Select Game for the type of project and Blank for the Project Template.

Choose Project settings that match your systems capabilities as well as your intended output. You can always change these settings at a later stage. There is no need to include Starter content as we will be importing our own content. We won’t be covering Blueprints in this particular post.

Level Setup

Once you have your project setup, the launcher will exit and the Editor will open .

The primary areas we will be focusing on within the editor are the

Content Browser: This is, by default, located at the bottom of the screen.

Viewport: The viewport is used for a close representation of what your final output may look like. It’s worth, however, noting that your game’s performance should not be measured by that of the viewport’s.

Preview: A preview creates a much more accurate representation of your applications performance and appearance and therefore the final outcome.

From the Content Browser click Add New and choose New Folder. A new folder will appear within the Content Browser. Rename the folder to your liking, it will be used to store the assets you import into your scene.

Import the Mesh and Rig

With the new folder you just created open, click the Import button within the Content Browser. A file dialog will appear, navigate to where you exported your files from Blender.

Select the FBX file you exported with no animation. This file should only contain the 3D mesh and Rig.

You will be presented with FBX Import Options within Unreal Editor. Ensure that Skeletal Mesh and Import Mesh are checked, Import Animations should be unchecked.

If you chose to Export from Blender with Only Deform Bones selected, you may receive a warning within Unreal. This is not an error, it is simply a warning and should be expected due to the noted export configurations. You are free to close the dialog as it will have no impact on your workflow in this instance.

Several new assets will now appear within the Content Browser. Depending on how you exported your asset from Blender, you should as a minimum requirement see the 3D Mesh object, a skeleton (a representation of your Blender Armature), a material node and a physics node.

Import the Animation

At this point you are now ready to begin importing your animation.

From the Content Browser click the Import button again, this time select the FBX you exported with the animation.

It’s worth noting at this point that since you have already imported your 3D mesh, in the interests of keeping your assets at a small and manageable size it is possible to delete the mesh from this file entirely and retain only the Armature with animation. This is something you could have done in Blender before exporting the animation.

Either way you can always simply delete the duplicate 3D mesh from the Unreal Editor Content Browser.

When importing the animation Unreal should be able to detect the rig it applies to. It will, therefore, select the rig, as can be seen from within the FBX Import Options dialog under the Skeleton section. You can also click on the drop-down menu to manually select the appropriate rig.

Ensure that Import Animations is checked this time.

Again you will notice that several new assets have been created. To preview the animation double click the Animation Sequence asset.

To place your animated character into the Level, click and drag the Animated Sequence asset into the Viewport. You will be able to place it on the ground plane.

Create and Edit Materials

Now that you have imported your animated character into your Level, its time to turn your attention to editing it’s materials.

When your 3D mesh was imported by default Unreal would have created a new texture for it.

Simply double click this material from the Content Browser and the Material Editor will open with the noted material loaded for editing.

Let’s now examine a quick material node setup.

Before we start setting up our material you will need some textures to apply to the material. Textures can either be created by hand, from photo references or by baking from Blender. How you choose to create your model’s textures will be determined by the type of outcome in terms of the aesthetic and technical requirements of your project. You can learn more about the texturing process in this free course.

To import your textures into the project simply follow the same procedure for importing any asset, from the Content Browser click Import.

Once your textures have been added to your project it is time to connect them to your model’s material. Double click the material in the Content Browser to open the Material Editor.

Depending on what Shading model you have selected for your material certain material inputs will be available and some not. If your model is of an organic character you could choose the SubSurface shading model, thereby making the SubSurface Material Input available.

In order to add the textures, you imported to the material inputs, hold the “t” button on your keyboard and left-click in an empty area within the material editor’s graph-like background. A new Texture Sample node is created.

In the Texture Base section of your Material details panel (by default on the left-hand side of the screen), you will find a drop-down menu allowing you to select one of the textures you imported. If you are connecting the model’s base color choose your diffuse/color texture, if you are connecting a Normal map choose the Normal map texture you baked from Blender and so forth. You can read more about the different texture types here.

With the correct texture selected you are now ready to connect the texture to your material. There are a variety of different possibilities in terms of how to make this connection but for the sake of simplicity, let’s assume you are attempting to connect a diffuse/color map to your material. In this event click and drag from the Texture Sample RBG output and a connector will appear. Hover over the material’s Base color Input and you will notice a green checkbox appear. This indicates a valid connection. When you see this connection, stop dragging and the connection will be made.

Continue to connect and experiment with other textures in a similar way, until you have connected all of the textures you have imported. You can preview how the changes you make to your material affect your model as you edit your material. Simply click the Apply button in the material editor and position it such that you can see both the material editor and the viewport simultaneously.

Once you are satisfied with your material, click Apply then Save in the Material Editor. You can now close the Material Editor and your your materials will be visible on the model within the current Level.

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How to Build Unreal Engine 4 on Ubuntu with Blender Assets

The original Unreal game

Although the source code for Unreal Engine has been made freely available in more recent times, creating and editing levels using the engine is nothing new. In fact, since the first game that used the engine in 1998, that being Unreal was published the intrinsic link between gaming and games development has always been evident within the Epic Games ecosystem.

If you can recall that far back one of the most impressive elements of Unreal was in UnrealEd, a level editor that was distributed at no extra cost to the game. However, let’s not forget the original games beautiful lighting, compelling gameplay and that incredible fly-by intro sequence that sets the tone for all the mystery and intrigue that is to follow.

An early screenshot of UnrealEd.

The Unreal Engine has progressed significantly since it’s initial inception of UnrealEd, in this post we will be setting up Unreal Engine 4, currently the latest version of Unreal publicly available and soon to be replaced by version 5 in 2021. Although you could easily head on over to Epic’s site and download a copy of the engine, for easy installation, we will instead be building the engine from the source code. There are many benefits to building the engine from source of which one is that we are not restricted to the Operating Systems that are supported on the official download page such as Windows. We will be building the Unreal 4 Engine on Ubuntu 20.04 LTS Focal Fossa.

Ubuntu 20.04 LTS Focal Fossa

Technically speaking it’s not entirely necessary to use this version of Ubuntu, or Ubuntu at all. As previously noted building from source removes such limitations so you could use just about any modern Linux-based distro. However, for the sake of convenience and simplicity, we’ll be using Ubuntu’s most current LTS (Long Term Support) version.

In continuing the Open Source ecosystem of this project we will not be relying on propitiatory Autodesk products (with all due respect). Instead, we will be utilizing the Open Source Blender 3D content creation suite to develop and import assets into our Unreal project. Of course, one of the main benefits of this approach is that to get you up and running will not cost you a dime in terms of software purchasing, licences or the like. However, it is worth noting in the long term if you do happen to make a game that does start making money then depending on how you distribute it, UE4 licensing could result in some costs.

Now that we have an idea of where we’re heading lets jump right in and get started with building UE4 on Ubuntu.

Build from source

When building a project from source code you will need to take into consideration the programming language/s used to develop that code. Without this consideration, source code is nothing but ASCII text, similar to that in a word processing document. However, in order to make something useful of the source code it needs to be converted into something that a machine can understand, this refers to the process of compiling which forms a part of the build process.

Building an application from source code will generally involve several steps but simply put in the context of what we are doing, we will

  • Resolve dependencies
  • Create online accounts
  • Clone the codebase
  • Configure resources
  • Make and install from binaries

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Resolving Dependencies

Before we get started with accessing and downloading the source code there are a few additional tools we will need in order to ensure the build is successful. The process of installing the requirements needed to build an application from source can be referred to as resolving the software’s dependencies.

  • In terms of UE4, the source code is written in C++ and as a result, you will need the tools for compiling a C++ application.
  • As UE4 makes extensive use of hardware acceleration in order to render very sophisticated 3D graphics in realtime, you will need the latest drivers for your Nvidia or AMD graphics card. This is not as much a dependency as a software requirement, as this only becomes relevant after the application has been built.
  • Finally neither a dependency nor a software requirement, but arguably an essential component within any developers toolkit would be a solution for Version Control Systems (VCS). In this case, the recommendations would be Git and GitHub.

As previously mentioned the operating system we will be using is Ubuntu 20.04 LTS. Although it might be possible to build UE4 on other versions of Ubuntu, the process is somewhat simplified on 20.04 and encountering difficulties with graphics drivers on 16.04 after successful builds or failed builds on 18.04, can prove to be less of an issue.


Make sure build essential is installed on your system you can do this through Synaptic or by entering the following command in a Terminal,

sudo apt-get install build-essential

Build-essential is a meta-package, that is to say, it is not essentially an application itself as much as a tool for installing other software. In this case, the other software would primarily be for the purposes of building applications developed in C++. Among the software it will install will be g++ (the GNU C++ compiler), various development libraries as well as make, which is a utility that assists with the compilation process. Of course, you could simply install these packages individually based on your skill level and proficiency with regards to C/C++ development. If you don’t wish to install build-essential you could also rely on the setup process, noted below resolving these dependencies within the build toolchain. Nonetheless, it’s worth noting in the event you encounter difficulties or wish to expand on your C++ development skills.

You might have also noticed from the above screenshot that bumblebee is not installed on this system. After having encountered issues with the Nvidia 660M discreet card not initializing on this system, removing Bumblebee resolved the issue. If you are utilizing an Nvidia card, it is recommended that you install the latest drivers supported by that card. As a result, the system noted for this installation uses version 4.40 of the Nvidia drivers. It is also essential that you use drivers that support the Vulkan API. OpenGL and Direct3D alone will not suffice for UE4.

As you will need an Integrated Development Environment (IDE) for the purposes of developing code for your game or for editing the UE4 source code, Visual Studio Code 2017 or greater is an official recommendation. You can obtain it from Ubuntu’s Software Center, it is also available as a Snapshot.

Nvidia 4.40 drivers

Git is essentially a source code management tool that you would install locally on the system you will build UE4 on. Although you do not need git to build UE4 there are however some key benefits to using it, which we will have a look at shortly. To install git you could simply do so through Terminal again with the following command,

sudo apt-get install git

This will install all the requirements for working with git through the Command Line Interface (CLI). Git forms one of the main components in working with Version Control Systems (VCS), but to have an effective solution for software development you will also need a remote hosting and VCS solution. There are several providers that can fulfil this requirement in various paid or unpaid capacities, however, GitHub is the service provider we will be using. As a result, you will need to visit and sign up for an account if you do not already have one. You will not require more than a basic free account. Once you have git and GitHub setup you are ready to start retrieving the UE4 source code.

Finally with regards to accounts, make sure you have signed up for an This account is needed in order to access the UE4 source code.

Get the Source

Log into your Unreal Engine account, under your user profile you will find a link to your account settings.

Click the PERSONAL link. This section lets you customize characteristics about your account, as well as allows you to connect 3rd party software.

In the panel on the left is a button called CONNECTIONS

Click this button to customize what 3rd party software your Unreal Engine account can access. In this section, you will find an option to link your GitHub account. Click the CONNECT button and follow the prompts to connect your Unreal Engine and GitHub accounts. Ultimately you will need to become a collaborator on the Unreal Engine GitHub repository in order to obtain the source code. Don’t worry if you don’t have any experience with code, you will not be able to make changes to the main source code that easily. However, if your intent is to modify the source code then you should probably consider Forking the Unreal Engine source code and editing that. We’ll discuss options for accessing the code shortly, but first, you will need to finalize the connection between the accounts by visiting GitHub and clicking the Authorize EpicGames button.

Once you have authorized Epic Games access to your GitHub account, you should then receive an email inviting you to join the @EpicGames organization. This email will be sent to the address associated with your GitHub account, worth noting particularly if you are using different emails for your UE4 and GitHub accounts. Accept the invitation and you will finally have access to the Unreal Engine source code.

Now that you have access to the EpicGames repository as a collaborator when you visit their repository at you will notice that the UrealEngine repo is now accessible.

Read through the Readme file, which has a friendly welcome message as well as some very useful links for learning how to use the engine.

You are now ready to Download, Clone or Fork the engine’s source code. Before proceeding there are a few suggestions that should be taken into consideration regarding these options.

  • Fork: This option is particularly useful if you wish to modify the source code. Choosing to create a Fork will replicate the repository within your personal GitHub account. You are then able to modify and change the source to your requirements. This does not download the code onto your local workstation and is therefore not recommended as a standalone solution if your interests are primarily in creating games or realtime applications with UE4.
  • Download: This might initially seem like the best option and although there is no particular reason not to utilize this option if your interests are primarily to get up and running with potentially as little overhead as possible, you will be defaulting on the benefits of the VCS provided.
    To download the source you will first need to choose a branch. By default, the release branch is selected as this is a well maintained and tested branch with updates regularly being added and merged. If you are somewhat familiar with VCS you might be tempted to download the master branch, however, this branch is primarily the master for development and therefore not subject to as much testing as release. You can also choose to download older versions of the engine and the developer teams also have their own branches prefixed with dev-branchname. However, these branches tend to be considered as bleeding-edge and should not be used for the purposes of production as much as for development.
  • Clone: Cloning the source perhaps provides the most versatility in terms of the three options as this will download the source onto your local machine, allow you to modify and test your changes locally as well as benefit from working with fully-fledged VCS enabling you to do things such as checkout other branches on the same system, modify, stage, commit and push remotely if you initially forked.
git clone

To clone the repository navigate to the desired directory through a CLI and run the command above.

As you can see from this screenshot, cloning required approximately 3.41GiB of disc space. Depending on the speed of your internet connection this could take a considerable about of time to obtain. Although this might seem like a lot of data be aware that it is only a small part of the requirements for building and running the engine, as in order to use the engine you should have at least 100 Gigabytes of free space on your drive. That is not a typo and does not accommodate the additional space requirements of your personal projects.

Compile Binaries

At this point you would have obtained a copy of the source code, installed all the required dependencies and are now ready to start setting up the engine and installing it on your system.

To clarify, the source code you have downloaded is in a human-readable format, which makes it possible to edit and maintain. You will now need to convert this code into a machine-readable format through the process of compilation, this will result in binaries which will be executable therefore allowing you to finally launch and run the engine.

If you have followed all the steps to this point compiling the binaries will be quite straight forward and will only require a minimal knowledge of the Command Line Interface.

Open a terminal window and navigate to the root directory of your UE4 source code. You can do this by changing to the appropriate directory.

cd UnrealEngine

Then run the Setup shell script. This step might take some time depending on your system’s configuration as it will download a native toolchain that will ensure the UE4 codebase compiles and links successfully on your system.


You will then need to generate the Unreal Engine project files, once setup has successfully completed.


Finally you will need to run make to build the binaries


This step will require substantial system resources and time depending on the target machine you are compiling against. You will need at least 8GB of RAM and a multi-core processor (8 or more) to complete this step in an hour or less. Once this step has successfully completed and no errors have been returned you are finally ready to launch the Unreal Engine 4 Editor. Congratulations!

Launching the Editor

Well done for getting this far, it’s now time to launch the Editor and start your journey towards learning how to make your first game. Navigate to the directory where the binaries were created and launch the editor.

cd Engine/Binaries/Linux

Now launch the editor.


The first time you launch the editor, it will need to compile shaders which will take some time but fortunately, this only needs to happen the first time the editor is launched.

At the Create New Project screen, select Games then Next and you will be presented with the Select Template screen. Choose Blank Project, then make sure Blueprint is selected and No Starter content is required as we will be importing our own mesh from Blender.

Blueprint is the Unreal Engine visual scripting language. With it you can create gameplay through a node-based system using simple drag and drop techniques to create connections between nodes in the editor. This means that as a designer you are not necessarily limited to having to learn a programming language in order to develop your game.

Importing a Mesh into the Editor

Now that we have UE4 up and running on Ubuntu we’re going to use Blender to export a 3D asset that we will import into the editor. In the interest of keeping things simple for now, we are just going to discuss the basic concepts of importing a static mesh.

Within the Editor locate the Content Browser section in the bottom half of the screen and click the Add New button.

Click New Folder to create a new folder within the project, that will be used to store the imported asset.

You will need an asset to import into your project. There are various options for importing 3D meshes into UE4, although the official file format for this is usually considered to be FBX. The FBX file format supports animation as well as many other features, but we are just using it to familiarize ourselves with the import/export workflow.

In order to prepare your mesh for exporting from Blender make sure that all transforms have been applied. In other words if your mesh has any rotation, translation or scale attributes these will need to be baked into the mesh so that your mesh transforms are all zero. If your object moves while trying to Apply it’s transforms you might need to enter the object’s Edit mode select the object’s vertices and then translate the object back into the correct position. Essentially your object’s Center of Mass should be as close as possible to the origin without intersecting the ground plane.

Apply the object’s transforms by selecting the object in the 3D viewport, then clicking the viewport object menu and Applying all transforms from the Apply menu.

Next export the mesh by choosing FBX from the export options.

The default settings are ideal for the purposes of what we are doing, and the only option you would need to change is to ensure that the Selected Objects option is checked from the FBX export settings. Save your exported mesh and it’s time to import it into the Unreal Editor.

From the Content Browser in the Unreal Editor click the Import button, to import the FBX file you just exported from Blender.

When importing this file again accept the default settings. If all goes well your assets will now appear in the new project folder you previously created.

In completing this final step you would have successfully imported your 3D model into the Unreal Editor. From the Content Browser click and drag your asset into the editor viewport. Your model is now visible within the Unreal 4 3D rendering engine’s editor. Click the Play button to preview what your asset will look like in-game.

With the techniques you have learned here try import other models as well as other types of assets including texture maps.

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