So everything else with ART is very straightforward except the ability to export your bones along with your mesh in a single fbx as a reference file, not an animation file.
To get around this for now I’ve been manually opening the character_export maya file that ART exported after character rig creation and selecting the meshes and bones myself for export. HOWEVER this causes errors when trying to use my exported animations from ART with it in-game spitting out this error:
Failed to import 'C:\Program Files\UE4\Epic Games\4.7\Engine\Extras\Maya_AnimationRiggingTools\MayaTools\General\ART\Projects\milk_carton_man\ExportFiles\idle.fbx'. Failed to create asset '/Game/Character/milk_carton_man/idle'
Mesh contains the root bone in the description, but animation does not contain that bone track. The animation data should contain at least root bone track.
What I would like to know is if there’s a button or something in the interface that allows for automatic skeletal reference mesh export that supposedly overcomes this problem? I am pretty sure I am doing this wrong.