are all your bones oriented on the same axis’? Is this the default armature that comes with blender or a custom rig? and when you exported did you check the option to export only deform bones? any one of these could be the issue.
Im not getting the same Animation look like im getting in blender where i made the animation. The body gets twisted on the middle spine bone and the leg just kicks up randomly and that isnt in the animation i made in Blender.
i dont know if the bones are Oriented on the same axis ill check it now. And yea its the default armature that i imported from UE4 and i just checked i didnt have deform bones on and i had add bone leafs on. I just checked everything still doing the same thing might be the orienting
The animation start at -y axis but then when it turns its on the +y axis when it gets to the turn point the body gets twisted in UE4. Do u think its cause the way i animated or some Export or import options i should have?
I would try this, make a duplicate of the blend file to make sure you keep the original .blend and then select the armature in object mode and hit ctrl+A apply rotation. it sounds like you did everything right, Y- is the default forward axis in blender but X- is the default in unreal. I don’t know if this is causing a problem in unreal, it shouldn’t be, I have never had animation problems between blender and unreal. Also export only deform bones, unreal doesnt need any IK targets you might have made and uncheck add leaf bones, Unreal doesnt need them either. See if that helps.