I’m working from Houdini to UE4, importing RBD sims, so they should be transforming pieces rather than deforming geo. Optimally this would give me 1 bone per piece, which would allow for a smaller unreal asset on disk and the skeleton and mesh would be reusable with multiple animations, but no matter what I do, I only get 1 piece and it looks like the mesh is hitting different deformation targets.
I have exported with an attribute separating each piece, and can see that coming into UE, but still have the same result.
I have also exported each piece as a separate obj for each piece, but with no benefit.
Separating the objects in this way actually doubles the abc size, the UE asset size, and increased import time significantly.