To be up front this is an importing issue from blender to my copy of UE4.7+ where the rotation and scale of the animation is off from the model itself. So when I add the animation the model changes rotation and dramatically sizes down. This has happened with multiple models I’ve had.
So anyone have an idea why the animated mesh is 1:100 units smaller than the skeletal mesh? and why the rotation of the static is 90 degrees different from the animation.
I have had this problem as well… and it is a conglomeration of a few problems with FBX and different software packages.
First off Blender’s Axis orientation is different that of UE4. Blender has an up +Y Axis and a forward -z axis. UE4 uses up +Z Axis and +X forward axis. This will immediately cause problems in your import for the orientation of your model. The FBX export has fields at the top to change the orientation of the axis upon export.
Blender Scale… this is a headache. I have resulted to building my models to UE4 Scale which is humungus in blender. The reason I did this was because while the fbx exporter would scale my model, my animations rotations, etc where not scaled as well causing collapse of the model to a strange amalgamation singularity, or baby step syndrom. Here is an excellent livestream and forum post of properly doing all this in blender. Hope this helps.