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Multiple roots error using bones linked to CAT rig?

Something weird has been happening to me. A couple of days ago, I used the base human CAT preset, aligned them to where they should be on the model, and linked the individual bones to the parts of the CAT set up, so when I moved the CAT parts, the bones would move with it.

At first, this worked wonderfully well, exporting into UE4 seamlessly, the skeletal mesh worked, the animations worked, etc etc. Then I accidentally deleted the CAT rigged source files, I still have the one with just the bones skinned to the model. So I tried to rebuild the CAT rig, and this is where the weird part comes in, I rebuilt it all and it worked in 3ds Max, however when I imported it into UE4, it gave me a multiple roots error.

I've spent the last couple of days trying to find the source of this error, in vain sadly. I've changed my way of setting CAT up, my export settings, my import settings, I've tried deleting and adding different bones and such, but it always comes with that darned multiple roots error, and I fear if I don't find a solution, my head will be void of all hair soon.

I've been running around on a lot of different websites, and been googling like a madman, and I have yet to find a proper solution that worked for me. So, can anyone please help me?

3ds Max hierarchy

FBX export settings

Export and import

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asked Sep 30 '14 at 04:57 PM in Using UE4

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Quark
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Oh, nevermind, I had some objects in 3ds max that weren't supposed to be there. It works now.

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answered Sep 30 '14 at 08:21 PM

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