I don’t think numBonesPerVertex matters. numBonesPerVertex in physicalMeshes, but UE loads submeshes in graphicalLods.
For example, when submesh1(coat) is weighted to 5 bones and submesh2(tie) is weighted to 2 bones , numBonesPerVertex is 4.
But the coat works,the tie doesn’t.
The array buffers in submeshes is the actual data used by UE.
And the type of boneweight in the buffer matters.