Hi,
Yes, I have the same problem.
Besides having the scale problem, I also have a problem with some twisted bones. The animation plays ok, but one bone is reversed or badly twisted.
If I try my exported .fbx with Autodesk FBX Viewer, the same problem with the twisted bone happens. On the other side, the same fbx is imported correctly in Unity3D.
This is my only problem with Unreal Engine 4 now, If this is solved… I would definitely quit from Unity3D. But my animation pipeline is not working because of these two cases.
I hope this gets fixed in the future. There are two ways of solving this, either Unreal supports these special cases… or someone in Epic gives more information to the guy creating the blender .fbx exporter on how internal things are handled. I already spoke with him and he says that he is aware of the problems, but still haven’t figured out how to solve this on the export side. The .fbx is theorically correct. Maybe the scale in the skeleton is not handled correctly in UE4? Unreal expects a scaled mesh (scaled vertex coordinates) instead of exporting with scale 100 in the fbx?
If I have time in the near future… I will try to fight this problem.
By the way… I will upload a small lowpoly animated mesh that suffers from this in order to help someone look for the problem. It’s small also in size, so you can not se it once the animation starts playing inside UE4 because of the scale problem:
https://dl.dropboxusercontent.com/u/7549551/Octopus.zip
Hope we can help to solve this…
Cheers!