Change VR hands skeletal mesh with custom mesh

Hello, I’m trying to add a VR hand skeletal mesh asset to my project. I’ve exported the VR hands skeletal mesh asset, imported it into my 3D solution (Blender), and once I got the armature and mesh after import, the mesh was duplicated and adjusted to make “fingerless” gloves. That is my new mesh to import into UE. The mesh was parented and skinned to the armature, and exported as is.
When I import it from my 3D solution to the editor, I get the message “failed to merge bones”. Here are facts about that new mesh :

  • bones are the same, with the same hierarchy and name
  • the skeleton used in the 3D solution is the same
  • the “mother” hierarchy has been removed so it doesn’t register as “extra bones” during import to UE, (it’s an extra bone above the root folder that’s made automatically by Blender but sort of “block” the import
  • the skinning is proper

If I try to import it anyways despite the “failed to merge bone” issue, or if i give it it’s own skeleton, it tries to “mimic” the animations but doesn’t succeed, and asks me to rebuild the source skeleton anyways once i retarget that new rig to the one i’m trying to import to, or assign the skeleton to the one I want. On the gif, the first hand is the one by default, on the second one, the one i’m trying to import properly. The skinning is off though the datas are just transfered from the OG hand to the glove, and the skeleton keeps showing error asking to rebuild missing bones, but the hierarchy on Blender vs the one on UE is the same.
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