When I imported the animations for the first time into UE4, they looked mostly good. Around 99% of all frames on all animations worked exactly as they should, but for a few animations the very first frame had really strange issues with the arms. You can see a good example of what I mean here.
I ended up fixing that problem by changing the rig slightly, but that also meant that the hands of all my animations were in the wrong spot. If you look at this clip you can see that they’re all bent out of shape.
That’s fine, though, if all I have to fix is the hands (which are the hardest parts to animate since they also control the hammer) then that shouldn’t take too long. At least I don’t have co completely redo all the animations!
Cue problem #2.
This cropped up as I started to work on hitboxes. I noticed this strange problem where I would attach a hitbox to a bone, but it would end up way bigger than I wanted it to be and also way out in the middle of nowhere. After a lot of searching I ended up opening the ragdoll physics editor for the mesh, and what I found was…interesting.
There’s this issue between Blender and UE4 where they each use different units of measurement by default. One of them uses centimeters and the other uses meters, so when you import into UE4 you either get a gigantic or tiny mesh (I can’t remember which).
I thought I had avoided this problem when I first exported/imported my mesh, because the mesh was already at the right scale. Apparently there were lingering side effects, because the bones’ locations seemed to be partially stored as 100x further away than they actually were? Whatever the case, by the time I finished fixing that problem, all my animations looked like this.
With that, all my animations had to be thrown out. But hey, at least the rig is fixed.