Error in exported animation position/size. (Blender to Unreal) I exported an object and its animations to unreal.

All right:



I have problems when I work with its animations.

See how the size and base position change:



Skeletal Mesh (apparently all right):



Animation Sequence (see how it looks inside the floor):



In Blender (I put it above the floor):



In Blender (the parent bone is the bone circled in pink):




I think the parent bone is the cause of the position problem, or at least the way I exported the object makes the parent bone influence that aspect.
About the size, I do not know what is causing the problem because I exported/imported the animation along with the object.


Questions I looked at before asking my question:

Issue with Blender export to Unreal

blender to unreal

How to export pivot point from Blender to Unreal Engine?

Why is my animation being broken up into several files when i export it from blender and import into unreal engine 4?

A recommended link on one of the questions cited:

https://forums.unrealengine.com/development-discussion/animation/38785-blender-digital-fbx-not-include-all-animations?67714-blender-digital-fbx-not-include-all-animations=

A setting I use at export time:



The parameters I use are taken from this video:

https://www.youtube.com/watch?v=ENqvKrdFbZk&amp;feature=youtu.be

The link I got by asking this question:

Animation is exported, but does not appear along with the mesh of the object

I would like to know how to make sure that the position (origin) of the object does not change when an animation is played/added/displayed.
By checking the option circled in pink in the image below, I solved the position and size problem:



Only thing to report is that the parent bone was distorted, as if it had been lengthened:



But I didn't notice any difference in the animation.