Let’s say I have a skeleton. Also, assume I have 10 separate meshes in Maya, which I want to bind to the skeleton. Each part has 4 LODs and one simple collision(box or capsule). Can someone give a rough sketch of what appears in outliner (hierarchy). Out of the hierarchy, what do I need to export to FBX file in order to import into UE4. Particularly, I want to know how UE4 takes out collision meshes and uses them in physics asset editor. Any naming conventions I need to know? This is the first time I am doing this for skeletal meshes. Static meshes are not a problem.
Thanks in advance