skeletal mesh validation

I have a skeletal mesh I brought in from blender. For blender reasons I had to rename a couple things unreal thought were bones “Armature” in order to get the two programs not inventing root bones where there were none. I’m using a mixamo skeletal asset for a large number of animations that the character using this asset does. They work. The asset works. BUT upon save it fails validation due to incompatible skeleton (they are identical).
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I’d like to be able to use this and have my project compile. How do I do this?

Hello there @WpWhite!

Yeah, Blender and Unreal don’t have the best relation, they tend to clash with each other in different scenarios, specially animations. If the skeletons are identical, there is no reason for either program to reject it.

So, the first approach would be to reset export/import settings in both UE and Blender. After that, test importing with your usual pipeline. If the issue persists, then please follow the method detailed here, it has worked for me in other scenarios.