Blender Send To Unreal not working as expected

I’m having some problems with Send To Unreal (1.6.5):

I was expecting that meshes would be grouped by Collection on export, for example, if I have:

  • Mesh (Collection)

  • Head (Collection)

  • Head

  • Hair

  • Eyes

  • Teeth

  • Body (Collection)

  • Torso

  • Legs

That on export, Head, Hair, Eyes, Teeth would all be exported as a single “Head” skeletal/static mesh, and then Torso and Legs would be exported as a second single “Body” skeletal/static mesh. This is not the case. Either they all export as individual meshes or I can choose to “combine child meshes” in which case everything is exported as a single mesh. This makes exporting modular mesh parts extremely difficult, almost impossible, in fact.

Similarly, I was expecting that while they would export as a group of different skeletal meshes, that because they’re all rigged to the same skeleton, only one skeleton and physics asset would be generated. Instead, a new skeleton and physics asset is created for each exported mesh… Again, in the case of modular assets, this becomes difficult to manage.

As a genuine bug (I believe), I’m having issues in several places where material ID’s seem to be scrambled or merged. I have hair parts that all share the same material ID in Blender, but in Unreal, some of those hair parts will be assigned to the head material ID for some reason… Examples below:

https://i.imgur.com/k7OcOFv.png Hair part with correct material ID.

https://i.imgur.com/xnSO44A.png Second hair part sharing the same material ID as the other.

https://i.imgur.com/taZGwZd.png Head with a completely different material ID.

https://i.imgur.com/aGNmpzM.png In UE4, the material ID for the second hair part seems to be merged with the head…