 So you have a character and animations that need to go to Unreal, not a problem. So I'm just going to show you the method that works for me using old-fashioned FBX export. To do this, you have to understand that Unreal measures things in centimeters while Blender measures things in meters, which means in Blender you'll need to go on the right and under the scene change your measurements to .01. Now if you've already weight painted everything, you're probably going to have to export it tiny and then scale up later in Unreal. If you have not started the rigging process, just select your mesh, select your rig and scale everything up by 100, then control A and apply all transformations, and your stuff should be scaled normally in Unreal. Now if you have weight painted and rigged your character already, if you try and scale it up to 100 then your rig will probably explode. The only real solution to this is really to un-parent, detach, and rig it all correctly all over again from the correct scale after you control A and apply transformations from the correct scale. So if you haven't rigged yet, do all the scale stuff ahead of time. But like I said, if you've already rigged everything and not all hope is lost, you can still export it and scale it up in Unreal. Regardless, the way this works is you upload the rig separately with no animations and then you upload the animations for that rig later. First we export the rig alone by shift clicking all the meshes, shift clicking the rig, then file, export, fbx, select it only. If you have modifiers you want to apply, you can apply them, change smoothing from normal to face, take off leaf bones, and we don't need any animations. Now I have two animation reels prepared, the first one looks like this, and the second one looks like this. Start with the first one and do all the exact same export settings, but this time at the bottom under animation, uncheck all and NLA strips. Then go to your second animation and repeat the process exactly the same way. Now in Unreal we just import the fbx file with the content browser as usual, hit the rig first, and uncheck animation since it's just a rig. Import and it should appear. Now if you see these errors this just means that some of your objects were not weight painted, and the reason I'm getting this is because in Blender the armor for the character is just parented directly to the bones. I could get rid of these errors by weight painting the armor to the bones instead of parenting them, but it's not really related to this tutorial so I'm just going to ignore it and it doesn't really affect much anyway. Scale it up in Unreal, next we have to import the animation file, but this time when we do it, we tell Unreal that this animation belongs to the same rig that we uploaded before, uncheck mesh since we already have the rig, import and do the exact same thing for the other animation. Then on the right under animation mode, change it to asset, and if you click here you should see a list of all the animations you imported that are related to your rig skeleton. If we pick the first one and play the game you can see the first animation is now here in Unreal. If you change it to the other animation then now you can see our second animation is in Unreal instead. And that's really it, if you want to add new animations to your character just export the animations separately later, and as long as they're made from the exact same rig you will be able to swap animations no problem at all. Hope that helps and as always hope you have a fantastic day and I'll see you around.