Importing FBX changes animation origin

Hello

I have a very basic character mesh and armature created in Blender, the skeletal mesh imports fine into UE4 and the origin is in the correct location, however the animations seem to think the origin is in the middle of the character instead of at the bottom. mIn Blender the origin is at the center point. I previously had an issue importing the character as it was complaining about too many root bones. I fixed that issue by parenting the hip bones to the root but not sure if that’s the correct way to overcome that problem and whether that is the cause of this new issue I’m having. If screenshots/files will help figure this out please let me know what to upload.

Thanks
LB

Yes. You parent the root bone. I keep my root at center of grid, and always have my animations in place. Wherever you combine your mesh will determine your pivot. So if your skeleton, and character aren’t in center. You will need to bake your pivot, or it can show up far away from your character. It also depends on what the last thing you selected when you combined your mesh. There are pivot tools available on marketplace. They can save you a ton of time from going back and forth from modelling software, and they are extremely useful. I’ve had so many issues with pivots. They’re a necessary annoyance. Like skin weights. When they’re good they’re good, but when they’re bad. I swear at my computer. If your going to be using blender. The pivot tool is ideal. As I constantly forget to set it.

Thanks for the good information!

But why. Do you create sentences. Out of sentence fragments.