>> Settings for Send to Unreal located under the add-on
preferences.
Go to Edit, go to Preferences, go to your installed add-ons,
and under the category, choose Pipeline.
There you can find the Send to Unreal add on.
You'll see this preferences section,
and it will have several sections in it.
They'll be the Paths, Export, Import, and Validations.
First, let's talk about the Paths.
Under the Paths section, you'll see
that there is this dropdown.
And it gives you three options--
Send to Unreal, Export to Disk, or both.
Let's talk about each of these.
Send to Unreal is the import paths
that Unreal uses when it runs an import job.
This is the mesh path.
Basically, what this path is saying
is from the game, which is equivalent to your content root
folder in your open editor instance,
place my imported meshes into this path,
or this folder untitled Asset.
So you can see right here that it will go ahead and create
these folders inside the engine, untitled category,
untitled asset.
And this is where it will drop our asset.
Same thing with the animation folder.
This is where it will import your animations.
If we go ahead and we just hit Pipeline, Export, Send
to Unreal, you'll see our mesh is in this untitled asset
folder and our animations are under the animations folder.
To make this a little easier to view.
I'm going to close this.
I'm just going to open the preferences right here.
Another option is the Skeleton Asset path.
So you can drop a direct reference to a game skeleton
if you want to only import animation data onto an existing
skeletal mesh in engine.
So for example, if we go over to the mannequin character,
that just comes with the standard third person
Blueprint.
And I click on the actual skeleton,
and I click Copy Reference, I can paste in this reference
path, and now, it'll import the animation directly
onto that skeleton.
Notice that the mesh folder is now greyed out.
Even though, we have a mesh under the mesh collection,
it will not import the mesh, because there
knows that you can't import onto an existing skeletal mesh
and also replace it at the same time.
So if we go ahead and hit Pipeline Export Send to Unreal,
and we go over to our animations folder,
you can see it is imported this run animation onto the existing
Third Person Blueprint mannequin skeleton.
The next option is Export to Disk.
If you want to do a standard FBX export,
you can specify paths on your disk
that you would like to export the FBX files to,
rather than doing a direct import to Unreal.
For example, I'm just going to open up the file explorer,
and I have this path right here on my desktop
to this folder called Test.
I'm going to paste in this path to my test folder.
And then I also created this other folder called Animation.
So this is where I will send my animation FBX on disk,
and this is where I'll send my mesh FBX on disk.
You'll also notice that this will validate your paths.
If you put it in the incorrect folder name,
it will let you know that you have an invalid path.
Now, if I just hit Pipeline, Export, Send to Unreal,
you can see that instead of sending it to Unreal,
it just export it directly to disk.
So here, we have our run animation
under the animation folder.
And then we have our mesh FBX right here.
And you'll notice that the name of the FBX
corresponds to the name of the object.
And the name of the animation FBX
corresponds to the action in Blender.
The third option is Both.
This simply imports to Unreal and also exports
to a separate location on disk.