Why does my Daz model lose pose and weapon attachments when imported into Unreal?
Hey everyone,
I started in Daz Studio by loading a character that originally had no weapons or gear. I then manually added a mace and a shield and parented them to the character’s hands. After setting everything up, I saved it as a Scene Subset so I could reuse it later.
Later, I reloaded that Scene Subset into a new scene (see image 1), and used the Daz to Unreal Bridge to export it. I selected Skeletal Mesh as the export type and left the settings at their default (see image 2).
but, when I import the character into Unreal, the result is not what I expected. The character appears in a T-pose, and both the mace and shield are no longer attached to the hands (see image 3). I feel like the pose and the parented props didn’t carry over in the transfer. So I have a few questions:
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Is this behavior normal when using the Daz to Unreal Bridge, or am I missing a step?
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If this is expected, is there a correct way to reapply the pose or reattach the props inside Unreal manually?
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Or is there a way to prepare everything properly in Daz to make sure the pose and attachments transfer correctly from the start?
Thanks in advance guys for your help.

Comments
Moved to Unreal Discussion.
DAZtoUnreal imports the mesh and animations separately. So yes, it's normal As far as I know, you have to create a character blueprint and set your character to your imported character. Then in the panel on the right you can select an animation or an animation blueprint to apply to the character. Poses will be imported as animations. To attach a prop to the character, you do it in the character blueprint by selecting a bone in the skeleton to parent the prop to. Add the prop by clicking on +Add button on the left panel in the Components tab and select Static Mesh. In the picture, I show how to attach a cube as an example. I renamed the Static Mesh to "Cube" Use the arrows to move the object to where you want it on the character. Once you are done, drag and drop the character blueprint into the scene and press Play to see the character with the applied animation and prop