Blender to Unreal Copy Location Rotation Error

I’m having a problem when exporting animations from blender (rigify) to unreal using a object that copy the rotation and location of another bone ( with an offset). Also some bones are fkcd up like the tweaking isn’t exporting correctly. so anybody can tell me the trick? Thanks in advance.





I’m having the same issue any answers?

Hi, I’m the one who published this question, just, in my personal account, I’ve solved this by having the main bone of the object I want to attach constraint to the world location of a helper bone which is a child of the hand (in this case), or when importing the animation, checking the “Preserve Local Transform” tick on animation settings, That should do the trick. Thanks to myself for solving this xD.