Blender to UE4 Skeletal Mesh, First Bone Snapped to Origin

In Blender I have made a custom skeletal mesh asset that I plan to use for cloth simulation. I am using the send to unreal addon (putting the armature into the “Rig” collection, and the mesh into the “Mesh” collection). After importing and viewing in UE4 the bone hierarchy looks fine, but when I look at the location of the bones I see that the first bone appears to be gone, the second bone is in the place where the first bone should be, and the third bone is in the place where the second bone should be.

In Blender:

In Unreal:

I have tried exporting as a .fbx file and importing that into Unreal, but I get the same result. I have also tried changing the name of the Armature. All of my bones are deform bones, and in my export settings I have unchecked both “add leaf bones” and “only deform bones”.

If there is any way I can share my .blend file here please let me know.

Bump. Bump.

I’m having this issue as well. I have a 4 bone rectangle, I export it as fbx to unreal engine and the root bone is basically just an origin point, and the end bone is where the 3rd bones position is.

If I enable add leaf bones it works, but not sure why that should be the case.