I know this is an old thread, but Iâve been fighting with this for several days, and Iâve made some progress that might be useful to other people.
I want to be able to use the Epic animations plus any that I develop myself. This means I really want the skeleton to look normal, in particular to have the bones connected, so IK works in the way I would expect. Nothing I tried would make this work: my animations would import fine, but the Epic animations would have bits of the geometry twisted round all over the place.
I think this happens because in Blender the local Y axis always lies along the bone. In Maya you place joints as well as bones, and they can have any coordinate space. (If anyone here knows Maya, Iâd be interested if you can confirm that this is correct.) This means that some of the bones in the Epic skeleton have a Y axis that doesnât lie along the bone. These can be imported into Blender fine, by applying appropriate transformations, but the information about the local coordinate space is then lost. When you export them again, the bones appear to be twisted. When you use a standard Epic animation, this twist gets reversed, resulting in geometry sticking out at funny angles.
This is a real nuisance because it means the Epic skeleton canât really be represented in Blender at all. Itâs not an issue with the importer, itâs an issue with Blender itself and the way it does armatures. (Thatâs not to say that Blender is worse, itâs just different.)
I have found a work-around, though. What you do is pull the skeleton into Blender and clean it up. Get all the bones connected that should be connected. In some cases the joints donât seem to be in quite the right place; feel free to move them so you end up with a well proportioned humanoid skeleton. You then design your character around it, and export it back to Unreal. When you import it into Unreal, you import it as a new skeleton, rather than asking it to share the standard Epic one.
Now you choose the Humanoid rig for the skeleton you just imported. There is no effort involved in associating bones with the rig, because the names are obviously the standard Epic ones. You can now retarget any standard animations that you want to use with your skeleton, and this seems to work well. Importantly, it deals correctly with bones that are in different coordinate spaces.
Itâs a nuisance having to do the retargeting, but there is a bonus in that you can make changes to the skeletonâs proportions without ruining the animations. You just have to make sure the retargeting options are set correctly for each bone. They default to Animation but as far as I can see, most of them should be set to Skeleton. They only affect displacement (not rotation) and things like the length of a characterâs leg should be fixed by the skeleton.