I have a character rigged with a non-Unreal rig. Im trying to test the Level Sequencer to work on some previsualization by exporting a very simple keyed animation. When I bring the character into the veiwport/World Outliner and reset the position, the character seems to be in the right placement compared to Maya, like in IMAGE 01 (minus the torso separation):
But then I put the actor in Level Sequencer and attach the anim, the character ends up snapping back to the origin and rotated wrongly (like in IMAGE 02):
It animates just fine, the arms and torso translate and rotate to their basic keys.
Is there something specific in a rig (hierarchy?) that is needed to work properly?
thanks for your time