If I import the Standard Epic Skeleton into Blender, it works without an issue. Since 4.17 I can even create an explicit root bone (instead of having 3 of them) so long as I name the Armature ‘Armature’.
However, the Armature needs to have a scale of 0.01. This hasn’t caused problems for me yet, but I’ve had issues in the past when I accidentally had an unapplied scale factor on my Armature and couldn’t get rid of it without breaking animations.
So I’ve baked the Armature’s scale in Blender. I need to scale everything by 0.01 when I import it in Unreal Engine. The animations then play correctly, but the Armature will be sunken into the floor up to its waist
I imagine that it has something to do with the scale (if the Armature’s center is at 100 units Z and I scale everything by 0.01, it’s center would now be at 1 unit) but the root bone is at position (0, 0, 0), so scaling should in my view not be able to cause such an issue.