Training Livestream - Blender to UE4 - May 30 - Live from Epic HQ

I’d be really interested to hear if the parent-child scale issues that exist when exporting a squash and stretch rig to FBX from Blender are indeed Blender specific or occur in other animation packages too. The “false foot” solution I described in this threadworks great, but does not keep the bone hierarchy continuous for those who might re-animate inside UE4 (or for setting up IK feet directly, AFAIK?). Thanks for any insights you can share on this!