Animations Deforming After Importing from Maya

Hi all! I was hoping someone would be able to help solve this issue I’ve been having.

Often, when I import an animation from Maya (as an FBX) into Unreal, the mesh becomes oddly distorted in ways that aren’t in either the Maya file, or the FBX file. This includes things such as arms now clipping through the body of the character when they didn’t, sections of the mesh being warped to one side to make an odd bend, and just generally not having assets that use multiple meshes lining up correctly. Both Unreal 5 and 4.62 are doing this.

Occasionally I can fix this in Maya by duplicating the mesh and reattaching the bones, but aside from the duplication of the mesh, the two are identical. I’m not sure what causes this to fix the issue sometimes.

Does anyone have any clarity on this? Thanks in advance!

Probably, you need to apply transforms to something. Be it your mesh, or the skeleton, or something else that’s part of the file.

Less likely. But still possible. The retarget settings on the skeleton are set to skeleton instead of animation scaled.
Which isn’t necessarily a bad thing, but the animation you see is evalutated at runtime instead of being 1:1 of what was imported.