Using the OBJ in Unreal
The two common uses are MetaHuman conforming and morph targets. Both rely on unchanged topology.
MetaHuman Conform Workflow
- Drag the edited OBJ into the Content Browser.
- Import it as a Static Mesh.
- Enable Combine Meshes when importing a full OBJ.
- Use the imported Static Mesh in your MetaHuman conform workflow.
If conforming rejects the mesh, compare it with the original export. A changed vertex count, face count, or vertex order is the usual cause.
Morph Target Workflow
- Open the matching skeletal mesh in Unreal Editor.
- Open its Morph Target tools.
- Choose Import Morph Target.
- Select the edited OBJ.
- Give the morph target a clear name and test it at a low value first.
Use an OBJ exported from the same character and matching LOD. Do not use a region-only file where the workflow expects the complete mesh.
Before You Import
Check that:
- Blender’s OBJ export Forward Axis was set to Y.
- Only the shape changed.
- The vertex and face counts match the original OBJ.
- The vertex order has not changed.
- The OBJ came from the same MetaHuman and LOD.
Next: Compatibility and Limits