I couldn’t opened it in Blender (some errors poped up) and I don’t have Maya.
So it sounds like the issue is indeed about the outputed hierarchy mixing the bones and meshes.
The ROP FBX Character Output uses the path
or name
attribute to build the hierarchy exported to fbx.
I uses the names to build my rig and my skinned mesh, but used the exact same names for both.
To fix this, I prefixed all name in the bone hierarchy with rig:
(so you have rig:root
, rig:door_left
, …) and it fixes the output.
After that I can load it into blender and into unreal appropriately.
Thanks for your feedback!