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I'm exporting this armature with two sockets for left and right hands. As you can see on the Transforms location and rotation are all 0s.

enter image description here

Here's my export settings on blender:

enter image description here

Now I import it into UE4 and if I check the socket I get this:

enter image description here

The Y axis local transform has value -0.085241. And I cannot get rid of it for the life of me.

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  • \$\begingroup\$ Does this produce a visibly different result in-game? \$\endgroup\$
    – DMGregory
    Commented Jun 19, 2020 at 13:48
  • \$\begingroup\$ @DMGregory Yes, it's visible. That's why I can't leave it be. The attached objects end up sticking out through hands and similar stuff. \$\endgroup\$
    – Marius
    Commented Jun 19, 2020 at 15:21
  • \$\begingroup\$ That would be ideal to show in your question. \$\endgroup\$
    – DMGregory
    Commented Jun 19, 2020 at 15:51

1 Answer 1

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Okay so I kind of found a workaround.

Firstly, I believe UE4 only allows to import sockets for static meshes and not for skeletal meshes. So what I was importing wasn't sockets, it was just adding them as bones to the rest of the skeletal tree.

Still doesn't explain the weird transform inconsistency. But it turns out having them imported as bones was even better. I simply added the socket within UE4 to the imported socket bone. Then I adjusted the sockets transform with the equivalent opposite value of the inconsistency and now the placement matches pixel perfect with what I see in blender.

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