Blender anim object to UE4, please help.

I had made a cylinder flat with cell fracture and rigid body,
below I have a animated rigid body cone that is going upwards and it’s hide in the viewport. (exploding earthquake from below)

I’m not sure how I should make it correct or export the animation correct to UE4 because every time I try to export fbx file
and import the fbx file into UE4 I only get a lot of fracture parts.
Hope some one can show me how to do it.

The first 2 small pictures is from blender and showing what I’m trying to do.
The 2 bigger pictures is from UE4 showing all the small fracture parts and not a animation clip.

Link to my small blender file on dropbox:
https://www.dropbox.com/s/2bxbujm0rjwnbnp/Fracture.blend?dl=0

Easiest thing would be not to use an animation but using physics instead (you can also set it up to rewind time in real time with a bit of work, there’s tutorials for that).

just drag all the items into the scene, enable simulate physics and hit play. The object will crumble apart in real time.

Inporting an “animation” is unrealistic here. The object is not a skeletal mesh.
The parts aren’t assigned and weight painted to a bone, so forget “animation”.

Best you can do is get a list of transform locations out of blender via a custom python script, and feed the list into the engine over a timeline, so that the piece locations are updated to the local values you extracted.
there is no automated way for this, you’d have to build a completely custom thing or leverage the cinematic animation system to do it (feeding sequencer the list of transforms over time instead of creating a blueprint with interchangeable data).