3dsmax bone rigging/skin Issue

I’ve been getting some weird results when importing into unreal engine with skeletal meshes and I think it has to do with sloppy skeleton configuration in 3dsmax. But I am not sure why it is so sloppy in 3dsmax. Some objects seem to just randomly not skin to bones even when they are skinned to a bone hierarchy.

I attached photos, so issue should be self explanatory. It’s not written in the pics but all bones have been attached to the root bone (Bone001) which is placed at 0,0,0 in the center of the large base object of the craft.

http://www.leedithouse.com/images/3ds/image1.jpg

http://www.leedithouse.com/images/3ds/image2.jpg

http://www.leedithouse.com/images/3ds/image3.jpg

http://www.leedithouse.com/images/3ds/image4.jpg

http://www.leedithouse.com/images/3ds/image5.jpg

The meshes should not be linked to the bone hierarchy, if you’re going to skin them, then you only need to skin them. Also, if the mesh does not deform, then you don’t have to use skinning, you can attach objects to each other and and as long as you have a single root object that it’s all attached to you can import to UE4 and check the Import Rigid Animation button and it’ll work without skinning.

Thanks for the response. Where is the “Import Rigid Animation” button? I have heard people mention this but this button is nowhere to be found in the import dialog box. I have googled it and it seems I am not the only one who can’t find this button.

Thanks