So I've been working in unreal engine lately and I've gotten an error about "bind pose", so I did a bit of research and I figured out that the problem is because of how my Metarig doesn't follow the advanced rig, and so the bones of the metarig are not connected to any mesh data during the animations which produces the error. I GUESS the solution could be to make the metarig follow the advanced rig, but I don't know how to do that. But perhaps there is a different solution, after all what I called "research" was really just a quick google search .Any ideas?

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P.S - In the screenshot the red arrow points to the advaced rig- hip box. All I did was move it down a bit and you can see how the metarig doesn't follow along.



You have parented the generated rig to the meta rig. This is not correct and not necessary. Select the rig armature and clear its parent (Alt+P).

The metarig is used only to lay out the bone structure on the mesh. It could be deleted after the rig is generated, but it is recommended to archive it in case you want to make changes. In that case, you can generate or update the rig again with the help of the metarig armature (see Generate Rig button and Advanced Options section).

The generated rig armature has the deform bones on layer 30, and additionally a lot of control and helper bones. For game engines, you need to export the deformation bones. Their names all start with the DEF- prefix and have the [X] Deform option enabled.

ue4 import

For UE4 (and Unity) there are add-ons that additionally fix some issues: Simon Orsborn / Rigify UE4 Exporter and this one: Rigify Export To Unreal Addon. (found them in the blenderartists.org forum).

Blender's export script for FBX files (File > Export > ...) has an option to export only deform bones. It's a bit hidden in the export dialog. On the right side, scroll down to the Armature section, expand it and tick the [X] Only Deform Bones checkbox.

  • $\begingroup$ Thanks! I ended up running into another issue of animations not playing, but I fixed the problem by just deleting the armature. It seems optimal to delete the extra rig and be done with all the problems it brings along with it. $\endgroup$
    – Dwoodle
    Sep 13 '21 at 18:36

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