Bones orientation problems after importing

Hi,

i don’t know if it’s a blender or unreal issue but here the problem .

i have quickly rigged two characters in blender using autorig pro (old version) and exported as UE5 mannequin .

please note that spiderman from sketchfab have a default a-Pose
and rex from blender studio have t-pose .

so after importing and creating a control rig of each of them

in spiderman character it’s correct :

when rotating the arm control Y-axis the hand touch the leg perfectly and it’s also Totally perpendicular to the ground .

but with the second one it give me a z-axis to rotate in that direction and it’s not perpendicular to the ground , so when i rotate the control the hand does not touch the leg .

any idea on why it’s happening and how to fix this for future characters .

thanks .

Blender and UE use different axii for bone ( and everything else) orientation. In the fbx export dialog, expand armature and change the primary and secondary axis settings. It will still work with wrong values, but if you want 2 or more meshes to animate the same way, they all have to have the same wrong value. Looks like the second char has z or -z as second axis. Try changing it to -y and re-exporting/importing to UE. If it rotates on same axis as Spiderman but backwards, change it to y and re-export/import.

i have used the same exact options when exporting with auto rig pro .
when importing , spiderman character work out of the box just like expected but not the second one .

the only difference is that the spiderman mesh before rigging have an initial a-pose and the second character have t-pose
maybe it’s related .

in the meantime i will test another addon called game rig tool unreal module to see if it’s work better .