How to export object with fbx file format from Maya to Unreal Engine with same naming order of the elements or material slots

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?

been a while since I tested things from a maya export, but from what i remember the slot order in UE from maya FBX export are based off the outliner order of the meshes, top to bottom
exporting from UE will probbaly not maintain that is my guess