Essentially following this post:
to try and import and utilize a custom attribute from our Maya skeleton root so we may use it in our bake to and from control rigs with an equivalent animation attribute float, however, while I can make curves in the UE skeleton asset and use them in animation blueprints and the control rig, I have not been able to bake to or from them between control rig and the joints as the skeleton still appears to lack that extra attribute or see any saved keys there, whether coming from the control rig bake or from a maya fbx with keys on that extra attribute. Does anyone else have success with a workflow like this? (I am using UE 5.3)
I’ve also experimented (with no apparent success) with adding the attribute in project settings under Engine/Animation/Animation Attributes/Bone Animation Attributes names, where it appears you add the attribute(s) and bone name(s). I’m not sure why this would be project-wide rather than per skeleton but it would serve our purpose of needing the same attribute across several skeleton types.