Great to hear from you!
With each export to UE4, the pivot in Maya got reset. If you look at my code changes in mayaCommand.py you can see I just backed up the pivot
piv = pm.xform(name, piv=True, q=True, os=True) # backup pivot
and after export reset it
pm.xform(name, os=True, piv=(piv[0], piv[1], piv[2])) # reset pivot
I had also tried to actually keep the correct pivot in the UE4 editor, and while I got that working the down side was that there was now an offset in position between meshes in Maya and UE4 due to how UE4 requires to import a mesh with its pivot at world center. I was unable to come up with a solution without taking too much time.
Don’t think so, works fine here. Guess it won’t matter soon enough with a proper binary version.