I have tried this and there are still a bunch of bones like twist bones etc that are not in the animation skeleton but in the FBS skeleton. Which is why I asked if you could match the skeletons please
I think either. but importantly the bone names of the FBX character need to match the bone names of the animation skeleton. Are you able to test importing them into unreal engine?
Hello MasterPuppet! I appreciate added a mesh to the FBX animations, after giving this a try. It still doesnt working, after checking it seems the naming isn't matching and there are extra bones or fewer bones between the animation and the meshes which are causing issues
Seems the same as other people, there just isn't a skeletal mesh for the engine to use. I did add the mixamo skeleton in and tried using that as the base skeleton on import but seems the naming is incorrect