Hi, I just updated the add-on to 2.62 version from 2.33 in blender 2.82. Then I got some animation issues from my custom rig including scaling problems and broken animation. (Those issues is not happed until version 2.6 )
- scaling problems
When I import to Ue4 just like this image
The character itself keeps the same size but the position goes extremely crazy and the unreal message log show "Imported bone transform is different from the original." I think it maybe causes by the root bone. Because if I import the issued animation fbx to blender, the full character in animation is 100 times bigger than normal animation.
My setting on the unit system is "metric" and the unit scale is 0.01 which is the blender to unreal scaling I found on the internet. The armature and mesh has applied transform mean scale =1. In the add-on setting, I just keep it at default on both old versions when working in my case and the lastest version (skeleton root bone name = Armature and root bone scale = 1), and I tried remove root bone have the same result.
- Broken animation
The image shows that some bone has location values error in 2.62 exported animation but rotation looks like is same as the original. And the weapon you can see In the original animation looks like missing in the 2.62 version. But actually It just has a huge error in location value, so in the far away position and can not show in the image.
All the bone got error have the same feature including control by non-deform control bone (the bones will not export), have IK or similar setup. Because of the issue is location value so I tried to clear location (Alt + G) or export the non-deform control bone as well still have the same result.
Testing of clear location
One more extra issue - root position error in the first frame
I got this problem in previous version so why I looking for update. The position change in the first frame is not animated is just an error. Basically, all the root motion animation has velocity in the first few frames that will cause this problem.
I don't have this root motion issue in UE4 if directly export the animation from blender fbx exporter. But the issued animation fbx file export from add-on doesn't show this problem when import back to blender. My current solution is manually the first frame after import the animation to UE4, It take a little bit of time but still can use and still much more convenience compare with blender build-in export method.
Except the last issue, I tested the other two problems is only on 2.6 or later version. I switch back to 2.5 is still work in my case.