I’ve created and animated a mesh in Blender (version 2.71). Some of its animations have the bones rotated incorrectly when imported into UE4, and I can’t figure out why.
Here’s an example animation in Blender:
But when imported into UE4, note how the ring finger isn’t as closed:
Some other animations I’ve imported similarly have just a handful of bones that appear to be rotated slightly wrong, not always the ring finger chain. All the bones are at scale 1 in Blender.
What could the problem be here?
In case it’s of any assistance, the fbx file I’ve imported is [available here].