When i tried to import my skeletal mesh i realized i that i accidentally made my model, my rig and my animations in a wrong scale in maya. Then i made a sigh of relief when i saw there was a scaling option when importing. however that made me find a bug with that scaling feature. It turns out that it doesn’t scale the bones correctly, Or at least it doesn’t make the skeletal mesh correctly (aka it seems to scale the bones incorrectly, Because it takes 10 times more turns to get it to rotate where you want it if you chose 10x scale, which was what i needed so i chose that). Which in turn caused Phat to not work at all. So, i was stuck with a skeletal mesh that could use animation no problem but was impossible to make ragdolls with, which was a big problem since ragdolls where a quite big part of my game.
I eventually found a workaround which is to export the skeletal mesh and animations into new fbx files and reimport them into unreal engine without any scaling but this is something i really don’t wont to have to deal with. So please fix this.
Edit: Now it just messed itself up again and reset all the pivots and it does that everytime i export now so now i dont even have a workaround so now im desperate, if anyone has a workaround please tell me
Edit: I figured out that using a set of premade death animations wasn’t too bad, just not as fun. Still annoying that i can’t make ragdolls though.