Skeletal mesh from blender adds bone

I made a skeletal mesh for a weapon in Blender and when I export it to Unreal it messes it completely up.
This is what it is in Blender:

Two bones.

This is what it is in Unreal:

As you can see, it adds a new bone to the mesh that I don’t need or want.
I have turned add leaf bones off, I set the scene scale to 0.01, and I parented the bones with weights. Does anyone know whats going on?

Hello

I haven’t dealt with animation from blender to unreal in a long time but isn’t that just your armature? As far as I know it doesn’t cause any issues regarding animation.
I did a quick test and see the screenshots below. I just have a single bone but named my armature and the bone something different to see how it imports into Unreal. While there is only one bone Unreal gives me 2 bones to select which affect the model.

Not sure if this helps at all.

when you go to export from blender, on the export settings select armature then uncheck add leaf bones. adding leaf bones basically adds an extra bone to the end of all bone chains.

231770-capture.png

Completely forgot about that. Yes try that…

Name your armature object “armature-name” → “armature” than try agian