Skeletal meshes have turned into static meshes

This problem started two days ago, and I have done my utmost to fix it, to no avail.
Whenever I import a skeletal mesh, it ends up in ue4 as a bunch of static meshes, each join being its own static mesh. I attempted using blender to bind all the joints, and now it ends up in ue4 as one big static mesh. Whats more, some of my skeletons I had already, are also turning into static meshes. And I tested to see if it was just something im doing wrong in blender by importing a mixamo character, which also turned out the same.

I use blender, ue4 1.18, fuse and makehuman. This is a recent problem, all my skeletons worked fine before. Thanks in advance.

the first two things i would check are: 1 in blender make sure that you are exporting the armature. 2 in UE4 when you import the mesh make sure that that skeletal mesh checkbox is checked. Those are the two simplest to try. you say your other skeletons are turning into static meshes too, are they ones that are already in the project or ones you are now trying to import as well?

If I tick the skeletal mesh checkbox it makes 50 skeletal meshes, and ones already in the project, if I click on them, will say they need to be reimported, then turn into static meshes.

you say it makes 50, are they pieces of the whole so to speak. as in are they the separate pieces of the mesh or copies of the same thing. It sounds like you are exporting multiple items and so when they are imported they are imported as separate items. the easiest way to solve that would be to joining the pieces into one object in your modeling program. As for the ones already in your project it sounds like they have lost their reference to the skeleton.

I import 1 file, the skeletal mesh, in .obj form. When it reaches ue4, I tick skeletal mesh, and it will a skeletal mesh for the fingers, arms, eyes, pupils, hair, legs, e.t.c…

Okay, everything seems to be slowly deteriorating.
I turned on my project this morning, and can no longer open any of my map files.