Imported animation behaving strange

Hey!
I’ve made this simple model of a breaker. The switch is animated with a single bone and another bone as a root. The bone simply rotates, and that’s it.

233154-breakerblender.gif

As you can see, in blender it looks perfect, which shouldn’t be too difficult, there’s only two keyframes after all.

233155-breakerue4.gif

But when it’s imported into Unreal Engine, it doesn’t only rotate. It kind if shrinks and disappears as well, which doesn’t look too great. I’ve been spening several hours trying to fix this, from completely redoing the entire rig to just deleting the keyframes. I don’t always get the same error, sometimes the switch (the red piece) just isn’t there at all, other times the rest of the mesh is moved by the bone. Sometimes nothing happens. But I’ve imported animated assets before, with close to no problem. I can’t wrap my head around why it wouldn’t work now.

Its not very helpfull that these problems only occure after importing either. It’s almost like blender and UE4 reads the file in two completely different ways.

not sure how it works in blender, but this kind of thing can happen if you dont freeze transforms on a skeletal asset. Make sure there’s no scaling going on

Hm, I’m not too sure how to actively freeze a transform, but I tried to do the same thing but with only rotation keyframes. I did this yesterday as well and then the switch just disappeared, but today it worked! I must have done something different, but there’s so much to think about when exporting that I probably forgot something.

I kinda figured it out, I went with rotation keyframes instead of LocRotScale, but yesterday that produced some strange results as well, so I don’t know exactly what I did to fix it.