Hello there, I have a question about the naming disorder between Maya and Unreal Engine. In terms of 3D Max concepts, I opened the Slate Material Editor and confirmed that I could list the element order while applying the Material ID. When I connected the Shading information one by one to the Work Group and brought this object to Unreal with FBX format, the element order, and the slot order were listed correctly. I believe that the Maya has a Shading Group Node or HyperGraph that plays a similar spatial role to this, so I thought I could set it similarly by utilizing the Shading Group Attributes in the Work Area as the Slate Material Editor in 3D Max.
However, I confirmed that there were no Multi-Subs and even though I set the naming orders of each element in the correct order by using a number when I brought it to Unreal Engine, it was listed in a completely different order and the material slots were mixed which I haven’t specified in Maya.
If I have to use Material ID, can anyone help me with how to utilize it from Maya before exporting its material to Unreal Engine?