Hey guys, so I have a model I imported from Blender to UE4, and I came across something interesting. When converting to fbx and importing, the skeleton added a new bone named “metarig” that my entire skeleton is parented to. Normally, this wouldn’t be a problem, but my model has very unique movements, so I need to use root motion, and with this new bone not moving, it screws up my root bone, making my mesh snap back.
Anyone else come across this? How can I remove this parented bone from my rig so that I can use root motion?
Additional details: I used the FBX 6.1 ASCII import from Blender because the other version was causing my animations to come out wonky.