Blender to Unreal Engine export
A guide to exporting Ready Player Me Avatars from Blender as FBX for use in the Unreal Engine SDK

Downloading a GLB file

After you have finished customizing your avatar and hit the Done button, a popup will show a URL to the generated GLB file. If you copy this and navigate to it in a browser it will begin to download the file.
After it has downloaded, you can import it into Blender. To do this, use the Blender toolbar at the top and navigate to File>Import>GLTF 2.0 and then select the .glb file you downloaded.
Once the file has finished importing and the model appears in the Blender scene, you can now export. Using the toolbar again, navigate to File/Export/FBX and a popup window for export settings will appear.

FBX Export Settings

It is assumed that your current FBX export settings are the Blender Operator Defaults.

Embedded textures (Optional)

If you want the generated textures to be included in the FBX export then adjust the settings as below
  • Set Path Mode to COPY
  • Click the icon next to the Path Mode dropdown so that it changes and is highlighted blue

Transform Tab

  • Set Apply Scalings to FBX Units Scale
  • Uncheck Apply Units

Geometry Tab (Optional)

These settings are just to prevent some import error warnings about smoothing. It doesn't specifically break anything though.
  • Set Smoothing to Edge
  • Check Tangent Space

Armature Tab

  • Uncheck Add Leaf Bones

All Settings

Converting to Mixamo compatible skeleton

Importing the exported FBX straight from Blender into Unreal Engine and trying to use the RP_Mixamo_Skeleton will cause an error labeled "FAILED TO MERGE BONES".
Before importing into Unreal Engine, it is important to upload the exported FBX to Mixamo and then download it again. This is because Mixamo applies some modifications to the skeleton structure/transforms to make it compatible with the Mixamo animation library. Without this step, there will be import errors inside Unreal Engine making the Blender exported file incompatible with the reference skeleton and animation blueprint we provide.
Similar to the steps in the Mixamo Animations page, follow these steps:
  • Navigate to
  • Login as required
  • Click the Upload Character button
  • Select the avatar FBX you have exported from Blender
  • Follow through the prompts
  • After you see the new model in the 3D preview click the "Download" button
  • Finally, you can now import the model into Unreal Engine
Lastly, you will need to adjust some import settings in Unreal Engine as shown in the image below.
  • Set the skeleton to use RPMMixamoSkeleton
  • Check Import Morph targets (if you require them)
  • Check convert scene Unit to ensure the mesh is imported at the correct scale