FBX Materials for character are imported incorrectly.

So when I import a FBX character, its materials end up in the wrong place. I’m not sure if UE is causing the problem, Maya, or the export. First one is the import unto UE and the Second photo is how it should look like. Thanks.


Are you able to reassign the materials correctly in the mesh editor window? In Maya if you assign a material to a model unreal senses this and creates a material slot in the mesh editor. If you assign five different materials there will be five slots etc. See if you can do at least that and we can go from there.