Why is skeletal mesh origin at root bone position and how do I fix it?

Hello again. I’m quickly finding that starting out with Unreal is something of a bumpy ride. I’ve finally been able to load a rigged model from Blender (kudos to ClockworkOcean for directing me to the right tut <33) but now I have a new problem: The location of the armature’s root bone is the origin of my skeletal mesh.

Not only does this make it difficult, if not impossible to place my mesh in the level, it incurs complications when setting up a control rig, because the coordinates of any Control added to the rig zero from the mesh’s origin, for some silly reason.

I followed this tutorial to export my rigged character from Blender.

[Edit: I thought that my 3D cursor in Blender may not have been at the world origin, and that that might have caused the issue, but I checked, and it is.]

I was going to say the 3d cursor is the most likely cause of the issue.
If that’s not it, is your root bone with x0y0z0 ?

No, it isn’t. Should it be?

I’ll try it, anyway.

I did create a new root bone at 0,0,0 but to no avail. The mesh is still sitting in the ground :confused:

i have an idea, which hinges off two things i’m not sure are possible. i know the height of the old root bone, and if it’s possible to convert meters to unreal engine units of measurement, i could somehow offset the origin of the mesh if that’s possible.

can i do this?

i think, that it may have been this thing:
image
that setting was checked until just now, so i’ll have another go and see if that helps matters.