Bone axis/rotation problems (from blender to UE4)

hi everyone.

i’m quite new, to unreal engine en blender. (installed both 1,5 month ago)
and i start working on my first game/interactive experience.
and i have run in a lot of problems sinds ;p (of course ;))
but now i have this problem where i can’t find a solution to.
i’m not quit sure of the problem is in blender or its a problem in the unreal editor.
so i hope you guys can help me out with this one. :slight_smile:

so here the problem:
i have made this model in blender (image 1A):

][2]
a skeleton and a animation with it (image 1B):

witchs i wanted it to import into UE4, and at the first sight, everything lookt alright (image 2A):

but as soon as i start the animation, things started to look really weird (image 3A, 3B & 3C):

i think UE4 has done something really weird with the axis of my bones.
and if i take a look at the skeleton tab, i think i can see the axis’s of my bones (or the bones them self) out of place (image 4A & 4B):

so i went back in blender to check de axis from my bones and meshes, and as far as i can see the axis’s for the bones and meshes are there perfectly in place (as it should be, because of using the “shift+s” methode) (image 5A & 5B):

i have searched a lot on the internet and watched a hell of a lot of tutorials for it but unfortunately i can’t find the solution for this problem… :expressionless:
and i really running out of options here… :frowning:

I’m using: windows 7, blender 2.80 & unreal editor 4.20.3
here i have a download link to this pictures, blender file & the fbx file: https://we.tl/t-0vUF3JDmJz

so if you know a solution, please tell me! ;D
really big thanks already for reading and thinking! :wink:
gr grover

PS: i’m from the netherlands and i’m really bad at speaking and especially writting english, so srry if i made it hard to read! :wink:

hi everyone,
finally i found the problem! ;D (5 days of my life gone ;p)
it was something i had to fix in blender, it had someting to do with the rotation modes.

by defaut the rotation mode of bones en objects are “quaternion wxyz”.
but for my animation, for me at the time it look like it was more handy to use the “xyz euler” rotation mode.

however when i was trying to animate it the first time i was playing around in the quaternion wxyz rotation mode.

so the solution is tot go the bones with the problem and switch the rotation mode back to quaternion wxyz, set the y value back to 0, and switch the rotation mode back to xyz euler.
doing this for all bones with the problem did fix my animation completly! ;D

so thx everyone for reading and thinking! ;D
gr grover