I wanted to try myself exporting a fully rigged character containing controls for animating. And when I imported the fbx file to unreal, I get a “multiple root bone” error, and won’t let me import the character into the project.
The multiple root bones appears to be the controllers I made to animate the character.
How can I avoid that? I don’t want to include the controllers into the fbx files, but I neither want to remove those controllers just to get the correct import.
What do I do?