I know this thread is for Static Meshes only, but the wiki brought me here and there is no related thread for skeletal meshes.
I would also like to assist in improving the wiki page (and the skeletal mesh page as well https://wiki.unrealengine/Creating_a_Skeletal_Mesh_in_Blender)
I had never tried using skeletal meshes from blender until recently, and had a couple of issues (one appeared in a recent version of blender) and have easy fixes but aren’t mentioned anywhere.
The first but less troublesome issue is that in blender, forward is Y-, while in UE is X+, but this is not too bad you can just rotate the mesh in UE4 without much problems.
The second issue is with a new export feature in blender, that tries to avoid the 0.01 scale tweak by doing it at export time, while it doesn’t work bad, it introduces an issue when adding sockets to a skeleton (see screenshot).

The sockets appear scaled 100x and when using local translation in the editor the gizmo shows 100x the size, although it is not that bad, is a thing you can easily avoid by using the 0.01 scale tweak, see the screenshot below for comparison:
Look at the socket size. In the image above the scale gizmo is not affected, but setting the translate gizmo shows a big big gizmo:
The third issue I had was trying to get root motion to work. It didn’t work at first because of the way maya/fbx works, browsing reddit and the blender issue tracker I found #45368 - Blender 2.75 FBX Export - Adds Extra Bone to Rig - blender-addons - Blender Projects and https://www.reddit/r/unrealengine/comments/3q75xg/blender_276_root_motion/
It says that maya/fbx don’t have the concept of Armature that blender has, there are just bones that are children of other bones and there is a root bone (I’m not really sure about this, I don’t use maya) so when you animate a root bone in blender, you won’t get root motion in unreal because the FBX exporter adds a root bone that has the transform of the armature object in blender. This is not a bug in any way but is something you should be aware when doing animations. If you want to have root motion you need to animate the armature, not the root bone.
Sorry again if this is not the place, but is the link I found from the wiki, and writing it here maybe people will find this information easier. And I’d like to help with the wiki pages as well if someone reads this.
EDIT: Found out that can edit the wiki page, just had to log in again in the wiki. If anyone reading this would like to contribute, I created an article called “Blender” for posting anything relevant, and linked the other three existing pages talking about blender. @Fritsl here is the link if you are interested in contributing https://wiki.unrealengine/Blender