Unreal Engine no longer recognizes that my .fbx skeleton is just one, it thinks there's multiple roots. How can I fix this

I’m currently having an issue where unreal engine no longer recognizes that I have one skeletal hierarchy and thinks I’m adding multiple roots to my .fbx file.

For the bear I sculpted, the bones are created in a way where on some bones are facing in one direction, and the other bones (to make the movement easier) in the opposite direction.

I try to import the .fbx into unreal engine and this is the error I keep getting even though it’s literally bones created from the other side of joints.

Any way to fix it?


If you look at the bones for the bear, it’s literally just bones created from the other side of one bone to make movement easier, but blender is making it so it’s creating another hierarchy.

This is what’s making unreal engine think that there is multiple root bones/hierarchy

This is now what I have to do with the bones to make sure it’s 1 hierarchy, start from one position with the bone and make sure I don’t use the other side of a bone joint to continue making the skeleton.