Recently been trying to import bone stretching from max into Unreal.
I’m running into a few problems. Unreal doesn’t seem to be importing them correctly, instead of scaling or stretching the bone it simply moves the bone on its scaled axis. It may look deceptively like stretching but its not.
I have a feeling that it has to do with Unreal not reading the stretchy bone setup correctly. I tested if it is perhaps an FBX issue but by importing the fBX back into max it was working as expected.
Perhaps Unreal is expecting actual Scaling to happen on the bone itself while in max it is stretching the bone by moving its pivot without any Scalar transform info being manipulated directly on the bone. Its just a little confusing as to why the FBX would be working but the same file in Unreal does not seem to work.
If this is the case then the setup in max must change to have bone scaling done directly on a certain axis from both ends of the bone chain, which may be a very tricky process to accomplish vs the usual setup of constraints and bakes.
I did go over some of the forum posts but no definitive answers there, perhaps i missed it. Anyone here managed this issue before?
I also enabled preserve local transform and played around other import parameters in UE with no successful results so far.