Must again say stellar work to the MH team, this forum is of course full of complaints but it needs to be said, it’s amazing.
I’m wondering if there is a documented / demonstrated process for round tripping the assets.
A traditional workflow would obviously be getting the asset from Bridge into Maya, and, for now, wrapping a Maya control rig around the driver skeleton. then you’d reference that rig file and start animating.
Then you’d export your anims and get them going in game, but it seems the hierarchy you get from bridge in Maya isnt the same as the skeletons you get in UE from bridge.