“Go back to learning”
What do you think I have been doing? It’s not like there is a comprehensive source of knowledge on any of this. I have looked. Everything I know is gleaned from trial and error, a forum post here or there. I ask rational questions and do not get a response. I am completely on my own, trying to figure all this out. I never claimed to be an expert animator.
What I have found, is there is a severe knowledge gap with game development in general. You have your Youtube tutorials, like & subscribe, your official documentation. That’s just enough to get you started. But where is the further discussion? I have not found it. So I am left to figure it out by myself.
Then, apparently, there are experts such as yourself, to whom everything is obvious and well-known, descending from above to condescend with your secret knowledge.
And of course the Amateur Game-Developer Industrial Complex, the various Marketplaces for each game engine.
I am learning. For you to insinuate that I am not, telling me to “go back”, i.e. stop what I am doing and just leave it to the ‘experts’, is insulting, and I refuse. The complaints I have are valid. Your explanation of why the bones are displayed as relationship instead of spacial position does not make sense. But, I appreciate you giving me the scrap of knowledge of parent lines in Blender matching the unreal display. So thank you for that, I am exceedingly grateful.
For example, I would like you to explain why the animation sequence editor is perfect and does not need to be changed. Go ahead, try deleting the last frame of an animation this way. You have to go back several frames, right? And it will allow you to delete frames you have already deleted? Yes. I am sure there is an amazing reason beyond my pitiful comprehension for this.
Of course, it is better to cut frames, edit animations in a 3rd party software. I am aware. Also I apologize for using Blender, I know that makes me a subhuman for not using Maya or whatever the experts use. I suppose it is my fault for not completely understanding the labyrinthine import-export process, which seems to randomly alter the transform of the object (which I have figured out how to deal with, by the way).
Unreal Engine is not bad, it is quite good. It does have problems, though.