The white one is a static mesh exported from Maya while the yellow one is the skinned fbx file in the same pose (with max influences per vertex of 6) imported into UE4. They don’t deform the same way. The difference is minor but annoying as it leads to uneven mesh surface. Upon further investigation I found that Unreal Engine automatically changed the skin weight of certain vertex and this is getting more confusing
Any idea how to fix this?