Yes seems it is a floating point thing :), So devs at Unity 3d, Autodesk 3ds max, Maya, Zbrush, Blender all have it working, Yet a brand new re-written engine that just came out a few years ago needs a workaround.
This is exactly why things baffle me in UE4! 3ds max has single precision not even double and it works fine. Even Old Unity3d version 5 works just fine.
I have advice for the project manager at Epic, how about cutting down man hours spent on developing Raytracing and that Social media stunt of a feature “VR viewport editing” and dedicate more time on these issues first.
I mean this is the kind of stuff that many of us been complaining about for Epic to fix first, the very basics, before moving on to new ventures (not to mention the other morph issue with cloth sims being nonexistent but that is another matter), I hate to rant but I can’t help it here.
It is simply unacceptable in a production to start scaling things left and right or changing perspectives. Things need to be consistent. If I didn’t have that scaling option in FBX we would be in further trouble forcing us to take an even greater totally unnecessary workaround because there is no way we are going to touch our rigs which took days and weeks to make for each character.
For now as I mentioned we bring them into UE4 scaled up via FBX import settings after which we are forced to scale things back down inside UE4 after the import, which seems to fix the problem, but this is by no means a good solution in the long run.