So, I have had to modify a skeleton so it works with the modular control rig.
I had to do this in my DCC (3dsmax) and it was a bit of a complicated process.
It works now, so I want all the 300+ meshes who used the same unmodified skeleton, to now use the new modified skeleton.
I can reimport them and also just rename the bones in 3ds max, but recreating all the hierarchy changes for all 300 meshes would take ages.
Isn´t there a way in Unreal engine to replace one assets skeleton with abnother one, regardless of hierarchical changes? I mean, as long as the bones are named the same and the skinning per vertex would be the same, is there no way to avoid the hierarchical mismatch messages?
If I merge bones from the reimported mesh, it messes up the modified skeleton and there doesn´t seem to be a way to tell unreal which of the skeletons to keep and which changes to ignore.
Is there really no other way than to fix it in my dcc?