Skeletal meshes exported from Blender have less bones then should have

So, I made some simple models in Blender with armature and exported them to Unreal and now they having less bones then should have. For example, simple cylinder:


As you can see at right-hand picture upper bone disappears because the engine uses one of them to make a root bone (despite the fact that actually there is a root bone in place) and all hierarchy kinda slides down.
I heard that Maya and Unreal treats skeleton as a bunch of joints, unlike Blender, which works with bones. So the question is: how do handle all this stuff. Should I return and work in Maya or there is a way to handle Blender armature issues.

Rename your Armature in Blender to something else

UE still has issues with this for some reason, but if you rename it to something else then it shouldn’t steal your root bone

In this case the model now having two root bones and nothing really changes. The thing with Armature renaming was actual before Unreal Engine 4.16. Now Unreal deletes Armature bone automatically. But however, UE still makes a root bone from another bone despite that there are root bone already exist.