The problem with blender is bone orientation. I’ve used blender since Blender 2.49b and am very keen on the functionality and relationship to UE4 and with animations, the import / export process disorientates the bones and causes shifting of the animation origin points. Thus requiring minor tweaking in UE4 to correct. I’m right back to square one. The UE4 Mannequin skeleton (the one that all animations are targeted to on the marketplace) was created with Autodesk Maya. Thus it uses the orientation of Maya Axis. Blender uses a different Orientation type so it fails to correctly import the bone orientations.