So for past day straight or so, I’ve been trying to export my animation as an .fbx from Blender, and then import it into Unreal. I’ve been Googling like crazy, but as far as I’ve seen, I’m the only one with this problem. When I import by .fbx into Unreal, it creates an unnecessary number of animations, all of which aren’t actually animated, but act as if they only have one keyframe (static).
I’ve already asked this on the UE AnswerHub, but I haven’t gotten any comments or answers, and I fear it’s been lost in the endless stream of questions. I figured I might as well ask here and cover all my bases. The AnswerHub question includes my import and export settings.
What am I doing wrong? What should I change to import my animation correctly? Any help would be greatly appreciated
In addition to the information provided in the AnswerHub question, here’s what my Content Browser looks like after I’ve imported by .fbx:
And here’s my .blend](https://dl.dropboxusercontent.com/u/56274235/Pastebin/garand_idle.blend)
For reference, I’m using Blender 2.74 and Unreal Engine 4.75.