Hello,
I slowly getting the feeling that Unreal Engine is not an option unless you are working with Autodesk tools and formats (FBX).
I usually create all my models by myself in Blender, the rig for this model is very simple, technically its just a simple bone chain for a snake like creature(No Rigify). Besides the bone chain, the submeshes are nested within a hierarchy in Blender and therefore, if a parent mesh moves/rotates, the child does so as well.
While the animations work totally fine in Godot and Unity, only in Unreal, as with many things in Unreal, it breaks. The animation is still there, but submeshes of the Skeletal Mesh are at totally differnt positions so the model looks ripped appart. Not only during animation, even in rest pose sub meshes are wrong, sometimes not even visible. But the bone-chain itself, if you only look at the bones, it seems to animate correctly.
I tried everything, different settings, even FBX format, it doesnt help. (I know FBX is broken in Blender anyway). I am also not a beginner, neither with 3D art nor with programming I would say. So I usually know what I am doing. And since it works great in Unity and Godot, the issue lies within Unreal Engine. It promises GLTF 2.0 support according to documentation but it feels its only half-hearted? The import dialog is not that big, I tried many different settings there too but it all doesnt help.
I must admit I am bit frustrated, have the feeling this is my last try with this engine as I kinda wasted enough of my time already. Again, if you use Autodesk products or some premade assets, maybe then this all super great. But then it is not for me.
Anyway, do you have any ideas? I think it might have to do with the submesh hierarchy, perhaps Unreal can’t deal with such things and expects everything do be done with bones? Means if the parent mesh rotates/moves, the child no longer follows in Unreal which would maybe explain it. I remember there was an option regarding mesh hierarchy in the import dialog but it has no effect or at least it doesnt fix it.
EDIT: Its not related to the mesh hierarchy.
Thanks to anyone who read this.