I’ve been trying to import a rigged skeletal mesh .fbx into Unreal from Maya 2019, but I’ve encountered some errors with importing. After a couple tweaks and re-exports, bringing the skeletal mesh into UE4 leaves out most of the character (eyes, hair, legs, shoes, hands, etc.), giving there error that the mesh components have no weights. However, checking in the .ma file itself, the mesh pieces are properly weighted. Attempting to export the whole scene (not just the character) creates an import failure when attempting to move into Unreal.
Unfortunately, looking up the “Ignoring this deformer because it did not find any the weighting information” error hasn’t brought up any helpful resources or solutions. Has anyone encountered this issue before?
Thank you for the assistance!