I have a strange problem with my character import. In UE4, the right elbow has an offset that I cannot find the origin of. In Maya, the elbow position is correct. If I import the exported fbx back into Maya, the elbow position is still correct. But if I import into UE4, I get this strange offset position. Moving the elbow manually fixes it in persona, but doesn’t fix it in game or in the animation blueprint.
The animation itself appears to react fine, simply using the offset as part of the animation. Is there a way to tell UE4 to use a new local location for a specific bone? When I adjust in the details pane, it never keeps the input. It will appear to randomly tweak the number roughly around the inputed value, so I can never actually get the accurate reference transform (which looks correct)
See photos for examples. Thanks in advance!