I recently managed to export character animations with morphs from 3ds max. They are however imported as separate skeletal meshes. I can export bone animations and assign them to my character’s mesh, but not with morphs.
When there are morphs involved, UE makes a new skeleton, that has the same structure as my character’s skeleton. Is there a way to make my animation’s skeletal mesh use my character’s skeleton, which is identical?
All my tries ended up with my animation losing the mesh. Any help?