Blender to Unreal Anims (Deform skele vs Unreal Skele)

TLDR: Trouble understanding how to get char anim data from Blender → FBX → Unreal (using the UE4 Skele)

I’ve used GameRigTools UE 4 Deform Skele to weight paint a character’s body and gear.

I’ve been able to parent the body and gear to the UE 4 Game Skele (Actual Engine Version, not Deform) and attach it via leader pose comp.

The Workflow is simple:

  • Parent to Deform Skele (gives vertex groups)
  • Pose and Weight Paint (Deform skele easier to pose)
  • Then Parent to UE 4 Game Skele (Empty Groups) before Exporting selected objects (Meshes & Skeleton)
  • Import to Unreal and select the UE 4 Skele as the Skeleton Asset

This all deforms correctly in-engine with anims I’ve downloaded (already FBX)

However, I’m struggling in exporting my own anims from blender into Unreal.

My question is regarding which skeleton to use for the FBX:

Does the Deform Skele to Game Skele Workflow I mentioned prior work on animations as well?

  • I’ve made an animation in Blender using the Deform Skele (for ease of use)
  • But when I parent the objects to the Game Skeleton, they don’t move.
  • So I thought to transfer the anim data from the Deform Skele to the Game Skele
  • Predictably, this caused the game skele to animate completely wrong (likely coord inconsistencies)

What is the correct workflow in getting an animation (using the UE4 Skele) from Blender → FBX → Unreal ? What am I misunderstanding about anim data and skeletons?