Is that true that all Constraints in Maya are lost in UE4 during importing?

Hi Friends:
If I created a animation sequence in maya which uses a lot of contraints(like point/aim/orient containts), it can animate in a complex way through the change of a single bone (for example, let a ninja to slash at any direction with only changing the direction of a root bone). When I export this and import it into UE4, do I still have all of those constraints? If it has, I think I can use skeletal controls to move a single bone so the ninja can play any direction of slash dynamically.

Thanks
.

As far as I know, the constraints do not translate automatically, but you can recreate most of them in the animation blueprint. Have a look at UE’s skeletal control nodes.