I’d be surprised if with the current rigify/bone scale issues in blender as of the latest release any of the import/export stuff from/with rigify ends up working 100%.
Also, I do hope the feedback from many about forcing object types into different collections was received and considered.
Having to split a parented skeletal mesh into 2 collections makes little sense.
Having to split an LOD from its empty container makes scene management even more difficult.
Now imagine having an LOD skeletal mesh and having to manage the scene position of it when the skeleton and the meshes for it are all separate… a nightmare waiting to happen.
Either way March 5th is coming fast.
Really hope to see some actual improvements for the Rigify to UE4 skeletal structure pipeline. Please consider elaborating some on your Under The Hood process as well!
(It seems that the latest update to rigify has broken a lot of things for my plugin. When coupled to the visual bake not working correctly this is making the whole thing a total mess).