Blender to UE4, skeleton added a metarig bone?

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.

Okay, I fixed the problem. So the problem was that I had to update Blender. The version I had was 2.71, and apparently that version has issues. Once I updated to 2.74 and used their FBX exporter set to version 7.4 binary, everything came out facing the correct direction, and applying the right root motions.