Exporting fbx animations to ue4 I am using blender to animate a skeletal mesh and then export it in FBX format.

I exported with Z axis as up and positive X as forward

There are certain problems with it.

Importing only the mesh complains for some missing bind poses. I use t0 for bind pose.

The mesh orientation is correct but when importing with animations the warning says imported bone transform is different from original

Then when i play the animation the whole skeleton is lying down while it is standing up in blender. 

what am i doing wrong?

Also I would like to choose which animations to export exclusively! how do i do that?

EDIT: When I import the animations there are some other weird animations that get imported each of them just 2 frame long, what are those?

Also please  guide me to a learning resource on NLA and actions editor.
You have three ways to control how animations are exported in FBX:


NLA Strips and All Actions disabled: only 'active' actions in scenes will be exported (i.e., actions assigned to objects/armatures/etc.).
All Actions enabled: all existing actions are exported for all compatible objects (because there is no way by default in Blender to restrain a set of actions to a specific object).
NLA Strips enabled: each strip of the NLA of each object is exported as a single action. This is the best way to get precise control over which action is exported for a given object.


As for orientation and armature issues, this is a well known issue of current code (at least with UE4, for some reason Unity seems to work much better), which is being investigated - it is still completely unclear whether issue is in UE4 reading code, or Blender writing code, or both…