whether I import an animated model from Lightwave 2015 or Maya 2016 - once in UE4.10.4, I find that some joints (or bones) do not move the mesh, and the rest do as they are intended.
In both cases (Lightwave and Maya) the rigs are simple but work well their respective applications, and the FBX Previews as fully functional in ‘FBXConvertUI-2013’.
Once in UE4 I can edit the joints that did not come in animated, but I would really rather that the animation I import is complete from whichever application I create them in.
Can anyone shed some light on this for me?