I have a character that I have attached weapon bones to. For this test I only had 1 bone to make sure I have everything reset correctly.
I freeze all the transforms and rotations before export. I take it into 3D Exchange and the Tpose is correct. I check the base export in UE4 the Tpose is correct.
I convert to non standard character and add the weapon bone. The base skeleton is the character creator bones so the mapping is automatic.
In Iclone everything is positioned correctly. And I apply a walk animation that shows all the correct movements. I collect clip and send it to 3DExchange with motion plus option. The animation plays there correctly no odd offsets.
I export the animation. And import it into UE4 the animation offsets the weapon bones.
I try exporting the exact mesh from 3dExchange thinking maybe some kind of alignment happened after importing and this still shows the same rotation issue.
Does anyone have a clue to what this could be? I've tried several test cases trying to pinpoint where this issue is happening.