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.