Hi TJ,
Well the animation and character assets are defaults from UE4, specifically the SK_Mannequin and his respective animations like the walk, Jump_End, Jump loop animations. What I did was, I exported the UE4 animation to .fbx. Load it in Blender, edit it, and export it back to .fbx.
After that, when I right-click on the animation asset that I want to update with the new changes in UE4, and select re-import, the animation gets imported but doesn’t update with the new changes, despite the asset showing it has been edited with the asterisk symbol in the thumbnail of the asset.
I don’t receive any errors upon importing the fbx back into UE4, everything works fine, the only thing that happens is that the animation doesn’t seem to update with the new changes made. This occurs with many of the default Mannequin animations as well as any animations that were re-targeted from the mannequin’s animations.
This starts happening for me after the third or 4th time I re-import the animation after tweaking it and adjusting small bone location/rotations in Blender. It could probably be Blender’s FBX 7.4 binary plugin that might cause the problem.
But as mentioned before, if I delete the UE4 animation I want to modify, and import a brand new asset instead of using the re-import function, then everything works fine, however, if I then want to modify the animation again, I have to delete the imported animation once more, and re-import a new animation asset, instead of replacing the existing one through the re-import function.
If it helps, I’m using Blender 2.75 with the FBX 7.4 Binary export plugin. Never had an issue before with importing or even re-importing animations into UE4 until I started looking at editing pre-existing animations or animations that were re-targeted from the SK_Mannequin’s animations found in UE4.
Hope that helps.