Bone weight problem with some animation

Hi,

I export my animations from blender. Most times it works, however sometimes some part of the mesh doesn’t placed according to the bones. If I change some key in blender in the critical body part it solves the problem so I didn’t bother much about it. However now I am trying to use the Layered Blend Per Bone, and I get the same result even if I use an animation which is played correctly in persona.
First I believed that some bones may get wrong translate values but now I noticed that the bones are placed correctly and only the mesh is splitted apart.

Any idea how this problem could be solved?

Thx!

Sorry guys for bothering you, it seems that I have found the problem. I’ve just tried the same process with the default UE4 sample character and it worked properly. After a few tries I realised that somehow the non-deforming bones (like IK/FK handles etc.) coused the problem. Once I exported my character with the ‘Only deform bones’ option it worked as it should have.