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I'll show you step by step what I do, from the creation of the object, to its import into UE4. Maybe it's some small detail that's making it go wrong. In this explanation I will prefer to sin for the excess of information:

1.1 - I get the initial Cube from Blender and I split it in half. Ctrl + R

1.2 - Then I activate mirror modifier on the cube.

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2.1 - I make some adjustments in your size. S

2.2 - I start making the extrusions. E

2.3 - I make the neck and finally the head.

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3.1 - I define a space where the arms will be extruded. Ctrl + R

3.2 - I make the arms. E

3.3 - I make the hand. E

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4.1 - To do the legs, I uncheck the box clipping.

4.2 - Only after unchecking the box, I extrude. E

4.3 - Then just move to the side, to separate the legs.

4.4 - I finish doing the leg and the feet. E

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I normally applied the mirror modifier after placing the bones, but as it gives error by applying it now or after placing the bones, I will apply it now.

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5.1 - I create a bone and mark the mirror option.

5.2 - That way I just press Shift + E to create two symmetrical bones.

5.3 - Then just go extruding normally.

5.4 - Even make the hand.

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6.1 - To create the legs, I go in the lower part of the bone spine (the first one I created) and I press Shift + E. (I think the mistake may be there, see how that is created reflected, fat part with fat part, different from how the arms were created, fat part with lean part.)

6.2 - Then just go extruding normally.

6.3 - Even make the foot.

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7.1 - To create the neck I make an extrusion in the upper part of the bone of the spine (from which also the arms have left). E

7.2 - I extrude the bone from the head from the neck bone. E

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Notice from the image that the armor has 3 parents. The spine bone spine (the one I created first) and the two bones of the thighs spine_L.005 e spine_R.005 (which I extrude by pressing Shift + E to do the legs).

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To end this problem and not to do so: https://answers.unrealengine.com/questions/109814/multiple-roots-are-found-in-the-bone-hierarchy-we.html

Just do the following:

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Realize that you now have a father for everyone. If I move the bone spine, everyone will:

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Now I attach mesh to the bone pressing Ctrl + P

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Association made successfully!

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Now I'm going to do a little animation of 60 frames. It will consist of 0/30/60 key points, where at points 0 and 60 it will be in pose 1 and at point 30 it will be in pose 2. Then I intend to export it to UE4.

8.1 - I do your pose and I press I

8.2 - Then I copy your pose from frame 0, pressing Ctrl + C.

8.3 - Then I put it on frame 30, pressing Shift + Ctrl + V (I learned it here on the same website, Can an action be mirrored?).

8.4 - Then I usually stick to frame 60, pressing Ctrl + V.

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9.1 - I change the screen to the action editor.

9.2 - I save by pressing F.

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I export without modifying anything:

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I want to know if I should change something at the time of exporting?

I saw this video and it's amazing: https://www.youtube.com/watch?v=r986GDnpvXw&list=WL&index=116&

Soon it will help me.

I created a new project:

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Let's go to import:

10.1 - I click on import.

10.2 - I select the object.

10.3 - I do not change anything and I click on import. (there are no skeletons selected)

10.4 - It gives you several warnings, but no mistakes at first. (for the first time, believe me)

10.5 - Three new things appear, but the animation I did did not appear.

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Question object, links:

(Before associate mesh with bone) https://drive.google.com/file/d/1iL-DTLL1U6SSXNOomBxoqy3-rNyVWOVQ/view?usp=sharing

(After associate mesh with bone) https://drive.google.com/file/d/1v9-Imj4NMOR42wWFl_gBw5_LnxhHcB5o/view?usp=sharing

(After anim) https://drive.google.com/file/d/16ztCVhCnlnpwrUG75XqKITy8MwJ1uLXR/view?usp=sharing

(After export) https://drive.google.com/file/d/1UNuaJrLDrVzeiP5UxbyB64h8p63bnIjn/view?usp=sharing

Questions I took a look at:

Exporting fbx animations to ue4

Problem Exporting Rig/Character to UE4


EDIT 1

I created the UV map. U

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I also activated Auto Smooth.

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The UV map warning disappeared, but the other warnings continued, and a new warning appeared Imported bone transform is different from original. Please check Output Log to see detail error.

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Links that helped me: https://answers.unrealengine.com/questions/116748/view.html and Blender's "smoothing groups" solution (Edge Split) destroys topology. Is there an alternative solution?


EDIT 2

By clicking on an arrow on the mesh tab, an option that solves one of the problems appears. Now the character's pose is the same as the frame 0 of the animation I did in Blender.

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The bulletin board is much more compact.

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Link that helped me: https://answers.unrealengine.com/questions/34041/t0-as-ref-pose-option.html


EDIT 3

At the time of export, just click on geometries and choose the smooth as face.

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This last warning remains, but everything indicates that it is irrelevant.

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