Alembic not importing multiple UV channels

Hi there, I`m trying to import an Alembic animation from max to Unreal with multiple UV channels.
But I only get channel one in Unreal.
Reimported in Max and I get two channels, also importing the static mesh as FBX in Unreal gives me two UV channels.
Is this a current limitation or can I get multiple UV channels with Alembic in Unreal?

As far as I know it reads from the first UV channel. It’s also troublesome to swap between materials, and transparent materials just don’t work. But the importer does read multiple tracks so perhaps you could separete the animation in different objects cached together. Just untick the flatten tracks box in the importer. You could also give more info as to what does your Alembic stands for. A simulation, a static anim object, or a cloth sim?
Again, it’s just my opinion maybe there is a work around. Good luck!

Yeah, its still in “experimental” status, unfortunately we rely heavy on it as we use Unreal Engine mainly for linear content production.
Its a deforming static mesh, just has some morph/blendshape animation on it and on top of that some noise animation.
In this case we might have been able to just export it as skinned mesh with morph targets as FBX and then maybe add the noise as a WPO shader animation inside Unreal.
But a lot of the time we use simulations that heave cloth sims or tearing physx skinned sims and in that case alembic is our only option.

90% of our material blends happen with a simple radial mask, which is rather easy to do in 3ds max with a second UV channel and a simple planar mapping.
We have a blend material built that uses the radial gradient as a mask, but that doesn´t work on the original UVs most of the time, so having a second UV channel would be ideal.
I am also still looking into other ways of creating that blend, like distance field blends, but that has other caveats.