Problems with the Rigify bone hierarchy after fbx export.

Hey hello, I’m using blender to create animations for a little game I’m making with Unreal engine.
For my character animations I am using the Rigify rig. While my animations imported into unreal engine without any hickups, the Rigify bone hierarchy doesn’t seem to put the root bone on top.
In Blender the bone hierarchy looks like this:


Which makes it look like the bone named ‘root’ is the actual rootbone.
But after exporting the fbx with the following settings (note: the checkbox ‘Only deform bones’ is selected):



and importing into Unreal Engine 4.8, the rootbone seems to have a parent bone named ‘rig’ as you can see here:


This is a problem because the ‘rig’ bone doesn’t follow my characters root motion and Unreal Engine can only use the bone on top of the hierarchy for tracking root motion.

I would be thankful for any input on this issue.

I figured out that applying animation directly to the rig object (in object mode, not pose mode) is how you can apply root motion to your character. Then just treat the ‘rig’ bone as your actual root bone and ignore the bone named ‘root’ but keep it in your bone hierarchy.

This is a good post event though anyone has answerd. Best!