![]() However, the skeleton is no longer the same as the one in the FBX file, so exported animations will not match up with that original skeleton in UE4. If you use Blender FBX Import's "Automatic Bone Orientation", it may fixup each bone individually, and they may look fine in Blender. For example, in the UE4 mannequin, one leg's bones should point in +X while the other should point in -X. ![]() If you turn on the bone-axis display in Blender, and think about which axis the bone should be in your model, you'll see that in your skeleton it's different for each bone. There is no way for Blender to represent a bone-orientation per-bone, so there is no way to correctly import/export an FBX with unique bone orientations per bone. The reason the bones point in weird directions in your screenshot is that Blender only supports bones pointing in a uniform (+Y) orientation, while FBX allows each bone to point in a unique orientation. There is no support for importing IK setups from FBX.
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