Weight paint different from Unreal Engine Making character in Blender with Rigify. Imported as usual... In animations i noticed on my tail is bending so bad... i assuming this is problem in weight paint. I think in blender and unreal engine they are applying weight paint differently, in UE weight paint applying little harder... probably.
And i noticed, my tail is going through neck a little bit, in blender perfectly fine. What is happening?
Some info:
My rig named: rig (i tried name it Armature, but some weird stuff was happening)
I enabled export only deform bones.
Units in blender Metric 1 Meters, i think its not the problem.
It could be a normalization problem: in Blender if  a vertex has a sum of weights different than 1.0, an automatic normalization gets applied, while probably UE uses another algorithm. Try to normalize your weights before exporting (in weight paint mode, weights menu, &quot;Normalize All&quot;, then enable the &quot;Auto normalize&quot; option during weights adjustments).