Q:

Exporting animation to Unreal Engine

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Hi, I’m trying to export an animation to Unreal Engine with add-in. I exported JSON file to Unreal Engine and the exported data looks good, but the sequence is empty. Any idea what I might be doing wrong?

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Hello Mohith,

To export the animation to Unreal Engine, please make sure you follow the steps below:

  • Import all Revit models into Unreal using the Datasmith Exporter (available in Revit 2024 and 2025).
  • Ensure that the Bexel Manager model used for creating the 4D animation is based on the same source Revit models as the Unreal project (element GUIDs must match between the Bexel and Revit models).
  • Export the 4D animation from Bexel using the Unreal Export Add-in.
  • Import the 4D animation into Unreal using the Bexel Schedule Importer plugin (place this plugin inside the “Plugins” folder of your Unreal project. You need to create that folder yourself for every new Unreal project).
  • After importing the animation, a new Sequencer will be automatically created in Unreal. Open the sequencer to preview and play the animation.
  • Add materials and any additional elements in Unreal (numerous tutorials are available on YouTube to guide you through this process).

 

Hope this helped!

Hello,

I am using Bexel Manager to create a 4D schedule and exporting it to Unreal Engine 5.4 via the Unreal Export Add-in (JSON), with the models imported through Datasmith from Revit. When I play the generated Level Sequence in Unreal, the construction sequence does not fully match what is shown in Bexel. Some elements appear in a different order, and several elements remain hidden for the entire duration of the animation, even though they are correctly linked to activities and visible in the 4D simulation inside Bexel. As a result, the animation seems to stop before the project is fully completed.

The Revit models used in Unreal are based on the same source files used in Bexel, and there are no errors during the import process. It appears that some elements are not being correctly associated with the schedule when imported into Unreal.

I would like to understand whether this behaviour is related to known limitations of the Unreal export, element types or task granularity, and if there are recommended best practices to ensure that the 4D sequence in Unreal matches the schedule defined in Bexel.

 

Thank you

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