It seems FBX exporter creates an extra bone of some sort , anyone know why?

So when i export a skeleton out of ue4 into Maya to try to put armor on and skin weight , there is this extra , kind of root bone (seems to wrap all the bones ),that gets created somewhere that causes the skeleton to not match anymore when i re import back to ue4 and is a big issue. Anyone know why this happens or any way around it? thanks

Delete the extra bone / clean the hierarchy before export?

You mean delete the root bone before export out of UE4? I cant delete once its in Maya.

Why it happens?

In most cases the root of anything placed in world space is located at world origin 0 0 0 as relative to the character or object. This allows for assets to be edit in place as being relative to one another in any editing packaged used. In most cases as to mesh based object the addition of a locator bone is not required. SK objects on the other hand the world locator (origin) is also exported as it becomes part of the hierarchy when imported.

In some cases the locator bone maybe required when the scene file is exported as once placed in world space weighted objects become relative to the rig that they are skinned to so can be difficult to move from one application to another as to edit in place requirements.

In most cases you can remove the world locator as i most cases it’s relative position would be based on the app imported to but should not be confused with the root bone as part of the hierarchy

no. Once in Maya. Its a program meant to edit and create. You can definitely remove a bone inside Maya.

maybe there’s a flag for it in the fbx import/export options (im not a maya user, so i can’t tell for sure)

you can remove a bone , but not a root bone.

All that “root” means is first in the chain.
you are required to have 1 bone at the start that contains all other bones in unreal.

Yea what i ended up doing was renaming that top bone in the heiarchy.