[4.8 P1] Unreal bones scale rotate problem

At rotate a model in the skeletalmesh editor from the root bone don’t rotate the correct degrees (happend with Blender models).
Show 250º but only move about 15º

https://dl.dropboxusercontent.com/u/28070491/UE/Forums/WeaponUnreal.png

Post of the problem: Blender to UE4 problems with bones & Unreal - Character & Animation - Unreal Engine Forums

Well i find the problem its a problem with the bones scale or something:

[X] A. If export the model from Blender with scale x100 and import to UE4 give this problem.
[X] B. If export from Blender with scale x1 and import with uniform scale of x100 give the same problem.
[V] C. If in Blender copy the project and scale all in the editor to x100 and apply the transform and export as x1 and import as x1 scale then works.

Hi ,

Does this look like what you are seeing on your end?

No, its fixed importing scaled model, but the UE4 give problems with import as uniform scale different to 1 (Tested with maya & blender).
Its a problem with the UE4 editor the rotation axis, check the image, the model is okay, but at rotate with the ue4 editor axis only rotate a 0.1% of the real rotation

I’m posted in the forum a reply about the problem now and how check the problem.

I attempted to reproduce this on my end but have been unsuccessful. Do you have an asset that you would be willing to share that is exhibiting this behavior?

Demo: https://dl.dropboxusercontent.com/u/28070491/UE/Forums/BugDemo.7z (export as 100 scale)(import as 1.0) then select the bone and try to rotate.

Hi ,

Thank you for the asset. I was able to reproduce this and have entered a bug report, UE-15388 to be assessed by the development staff.

This need to be fixed, in 4.8 with Blender 2.75 is totally broken.
Will be good to have a bool check box in the import mesh menu to apply the scale before import.