3DSmax Biped rigger characters into UE4?

ok been a long time since i used max but the simple workflow should work

  1. set the biped to the correct height in the figure settings and scale the mesh to fit, then use a xref modifier and collapse the stack
  2. skin mesh to biped using the “Skin” modifier
  3. set the biped into the T-pose and export via fbx
  4. import into ue4 and create a new skeleton
  5. now you can set-up your skeleton to re-target the Epic anims to your biped rig