Issue about "Use T0 As Ref Pose" and vertex normals

Hi. I have a issue about “Use T0 As Ref Pose” option for Skeletal Mesh import and vertex normals.

My Character’s bind pose in maya is T-pose, and I changed its pose to arms-down(A-pose) in other time frame and exported it as FBX.
I imported it with “Use T0 As Ref Pose” ON, and its Ref Pose in UE was as intended. But vertex normals on arms are wrong. Area pointed in image below should be pink.
It seems like “Use T0 As Ref Pose” doesn’t count vertex normals.
Do you guys have any idea?

My tools and versions are below.

  • Maya 2020
  • UE 4.27

Thank you in advance.


So far, my solution is this.

  • If Ref Pose required is different from Bind Pose in Maya, re-bind a character at pose you want. And just don’t use “Use t0 as Ref Pose” option.

It’s a hassle, though. :expressionless:

Probably, “Use T0 as ref pose” is the option just for fixing the bone’s orientation which is not weighted, not for changing ref pose from bind pose.
If so, it’s not a bug. Just misleading.