I decided to export one of my characters with an animation to test how it works in UE4.
As shown in the pictures provided, it was an FBX export, baked animations from 0 to 350 as should be, “Smoothing groups, Smooth Mesh, Tangents and Binormals and Referenced Asset Content” are all enabled in the export settings on Geometry, i embeded media and exported the mesh with the rig.
When i import it into UE4, i enable skeletal Mesh and import mesh, geometry and skinning weights. Enabled Use T0 as reference pose for my model and finally Imported Animation.
Everything is fine as on the picture apart from the Animation sequence itself, when i click on it the character is weirdly offset to one side with its back in the ground (playing the animation properly)
Why is my Ant goofing around like that? How do i fix it so that in the preview it behaves as exported from Maya?