Fixing an issue with a skeletal mesh and its animations

So, I am currently working on importing a skeletal mesh into an already built game that uses an in game skeleton called a Biped Skeleton. This is not the issue, The file imports in just fine with no warnings upon being imported. MY issue is related to something that changed in the mesh to rig somehow. The mesh is fine and the rig is fine, however when I go to animate the gear piece that is attached to the rig it begins to animate normally for all animations except instead of being upright and facing the right way. The entire mesh animates as if laying on its back moving upward. Nothing about the animation itself its off. it goes through the animation perfectly fine, but just in the wrong orientation. Now, I would think that maybe the root bone was the problem, but I imported the skeleton into blender straight from the games files and never altered it. I can also import any other piece of gear out of the game and import it back in and it works fine with no issues. So, what would be my best course of action to resolve this. I tried rotating the root bone 90 degrees in blender and re-imported it and got no results. Any suggestions?

Hey @SirMortagne84, I’ll try to help you with your issue.

You mentioned the mesh is imported correctly and the rig works fine. Do you mean a procedural rig/control rig for animating in engine? If yes, could you share a screenshot of your skeletal mesh/skeleton tree and the rig?

I’m not sure I understand completely when that problem happens… Is it when you play specific animations on your mesh or simply when you place it in the world to animate it?

There are some import options in your skeletal mesh Asset Details tab that could help. Make sure you have Convert Scene ticked, and you can also play with the Import Rotation and Force Front XAxis options (just make sure to Reimport the asset when you change them, otherwise they won’t be applied).

Let me know if that helps!

I figured out my issue. I apparently was not exporting the file back out of blender with the X axis forward and the Z axis as up.