When I retarget the animations and use my mesh and skeletal mesh, they work fine but they dont have all of the functionality of the original blueprint.
when i use my mesh as the visual mesh, this happens
the only difference between this iteration of my mesh and the previous one is that I made his arms slightly shorter.
It did happen before with another character I made and I didn’t know what to do or how to fix it so I just made a new character and now its happening again.
I figured it out. I exported an asset from Unreal to Blender and what happens is:
In Blender the skeleton is 100 times larger than it should be
When FBX imported, an empty is created with the name of the asset scaled down by 100 to compensate
To fix, delete empty and make sure the skeleton has a scale of 0.01 so it looks normal in blender, but when it gets cleared when imported to unreal it becomes the right scale.
Here’s the kicker, this is because I had blender on Meters instead of Centimeters. So a unit of 1 in blender is 1 Meter but a unit of 1 in Unreal is 1 Centimeter. If you set your file as centimeters before imported to blender I think it should all be good but otherwise do this fix.