1.import rigged fbx model(sword03) to UE4;
2.add a curve(TCFrame) to sword03’s skeleton and specific the connected bones to any bone except the root bone;
3.create a animation blueprint based on the sword03, modify the curve data in the runtime;
4.record a take in the sequence and open it;
5.export asset → animation data;
6.we found the curve data was attached to the root bone(sword03_a), but not specified bone(sword03_a_Hips);
7.we found the bug was inside the FbxAnimationExport.cpp which attach the AnimCurve to the BoneNode[0]: