Remove extra bone above "root"
I've noticed that every time I import a Skeletal Mesh to Blender and edit anything, or not, when exporting it's creating an extra bone above "root" in the hierarchy with the name of the armature. It's quite annoying that this happens, because sometimes it's just a simple/quick fix of a given animation for UE4, but it ends up requiring a few workarounds to remove that extra bone, so that Unreal understands it's the same skeleton as before.
2 Comments
I'm with you on this but this has already been submitted and been put on backburner as not important: developer.blender.org/T63240
* @motionblur.of.doom * Ah, didn't found that thread before posting. Just hope they find a way eventually to solve this issue, as for now there are just the "workarounds" left then. Thanks for pointing that out!