Bones flipped around on import?

today a bone constraint in blender was misbehaving for no apparent reason so I had to change a setting on my spine bone (so it inherited its location from the pelvis bone) and updated my fbx file. When I reimported the file into unreal, my character’s ears were upsidedown.

here’s how she’s supposed to appear

https://dl.dropboxusercontent.com/u/22554025/my%20games/moz/moz%20textured%20in%20blender.jpg

https://dl.dropboxusercontent.com/u/22554025/my%20games/moz/moz%20textured%20in%20unreal.jpg

here’s how it appears now

https://dl.dropboxusercontent.com/u/22554025/my%20games/moz/moz%20backwards%20ears.jpg

You can see near the end that the mesh is twisted from the bones being rotated around. I did nothing to change any settings on the ear bones today before this happened.I even tried starting a new project to see if that’d fix it. It didn’t. Any idea why this happened?

I was able to restore my armature using old files I thought I’d lost. Would still be nice to have an answer for anybody else who finds this problem.

I’m also having this problem. The skeleton itself looks fine in engine, but the way the mesh is deforming and rotating does not. Have you come across any better answers?

no, sorry. I abandoned this project last year.

Have you rotated the bones right?

Yes I did. That’s why I was asking for help. The bones are fine, but the mesh isn’t behaving the way it should in response to that bone. I’ve already checked the weights. They’re not the problem. Something about importing this particular character to the engine causes it to behave this way.