The problem I’m having is that in Blender, I originally manually scaled my two characters down from the default Blender size to a smaller size that is the exactly the same as the UE5 mannequins (I tested this). I haven’t had any problems in UE5 with my Blender characters until I started trying to modifying the physics asset.
In UE5, I was unable to properly scale down the physics capsules for my characters. After researching this a lot, I found that even though I already resized my characters in Blender to be the correct size as the UE5 mannequin, because Blender uses metric and Unreal uses centimeters, that was my problem.
So as recommended, I changed the 1.000 setting for Blenders metric system to 0.01 and then upscaled my character up by 100x. All animations still work. After doing this and reimporting into UE5, everything seemed fixed, the physics capsules could be properly scaled, and there were no problems that I could see.
But, in Blender, the upscaled character looks very strange when the camera is far away and things only look normal when I zoom it in very close (video attached). Also, the hair particle system for my characters hair looks like it’s missing some hair now. Obviously this is a test file copy.
I have two questions…
(1 How can I scale the character up properly without causing this problem on the Blender side? Maybe doing it this way also caused issues in Unreal that are undetectable yet?
(2 If there’s any other way to not mess around with scaling the actual character up in size, but to have unreal engine recognize the physics size correctly, how can I do this?
(I’ve already tried upscaling the character via export settings and unparenting the armature before upscaling).
1- Maybe you need to readjust the clip start and end distances. You will find them in the viewport’s “n” menu, in the “view” tab. You increased all the units by 100x, so the view distances need the same treatment for the scene to look normal.
2- I have a potential idea, though I haven’t tried it. It would be to set the length units to centimeters instead of changing the scale number (but I don’t know how Unreal will react or if it changes anything other than the displayed units).
Changing the clip start and end distances definitely fixed the problem! I never would have thought of that, thanks! And I did already try to change meters to centimeters but it didn’t fix the problem. Setting the meters to 0.01 did however fix everything in regards to the physics in UE5.
The particle hair almost looks normal when scaled up but it still messes up slightly. My workaround for this is to duplicate the particle hair and scale the duplicate up 100x to match with the upscaled head. For me, this upscaled particle hair is my “Blender Only version” for visualization purposes, but not for export. The original particle hair I didn’t change anything and left it alone since this can be scaled up in the export settings and that works fine
Do you have to scale your character to be the same size as the ue5 manniquin? I am designing a character and the character is supposed to be smaller than normal size as it is a stylised character. Is there any reason as to why the character models need to be scaled to the manniquin size?
Hey man, I think the only reason that’s recommended is because that’s the size that characters will be if you buy them from the asset store, get them from Character Creator, Mixamo, etc. I only created two main characters from scratch in blender, but my other characters will be bought from other places. The size of the characters matching the UE5 mannequin will also match with environmental assets you’ll need later like trees mountains, etc.
Hey . Ah okay. I am creating a character from scratch in blender for a game and going to export to UE5… I don’t want it the size of the manniquin in UE5… However wanted to check if this is what you would have to do. I am going to make alot of models from scratch and scale the assets used.
hi, I’m also facing same issue,
though the scale up method lets me to work on the physics asset, I’m facing issues while painting for cloth, the brush is too big and wouldn’t work properly,
Can’t you temporarily rescale the model for the painting process?
If by “painting”, you mean texture painting, you could even make a copy of the model that’s a different size. As long as they have the same UVs, the texture will apply to both copies the same way.