I am currently experiencing a rather weird and annoying issue when attempting to import a keyframed animation in UE4. Let me illustrate my situation :
I have created a custom character, and imported its mesh and rig as a SkeletalMesh and a Skeleton asset respectively. I then imported a test “idle” animation in UE4 and it works flawlessly.
I have taken the idle pose and keyframed a run cycle (in Blender). I imagined that it would work fine in-engine, having used the same settings both in Blender and during export. However I am getting two issues with this animation.
Whenever it imports fine in engine, I get this :
The animation plays perfectly fine, but some bones are twisted, thus resulting in what you see
I modified some keyframes and attempted reimporting. And now the import fails completely, and I get this error :
Mesh contains Armature|root bone as root but animation doesn’t contain the root track.
I don’t really know what’s going on right now, so if anyone could shed some light, that’d be great.
Transforms, rotation and scale were applied in Blender, so we can rule that out.
Animation is not being re-targeted to my knowledge. The skeleton that the animation uses is set to the same one I imported in UE4 (that is also being used by the idle anim). Exporting and importing the .FBX with different scale settings always produces a broken animation (like in the screenshot). I exported using Blender’s FBX exporter. ASCII exporter produces an FBX file that UE4 can’t use
Strangely enough, importing the animation and assigning it to the Hero_TPP skeleton succeeds, but obviously produces a broken animation.