Maya to Unreal 5.5.3 Socket Setup?

I’ve been running into an issue where, in a change from 5.3 to 5.5, I can no longer use a locator or a joint with a locator to create a socket automatically in Unreal? I have my locators set up like so:

But I still have the following result when I import them into Unreal:

I would rather not set them manually in the socket manager, as I can more easily set them in Maya to snap to the precise vertex. Is there any way to fix this or set it up properly for import?

Socket conversion only works for static meshes. There is not part in the skeletal mesh import that tracks for the name fragment “SOCKET_”

I’ve tried importing as a static mesh without the joints as part of the import, only the meshes and locators, and the socket conversion didn’t go through. This is a static mesh in-engine.

import as static mesh

After seeing your example, I tried combining all of the parts in Maya and it worked! I’m not sure why, but it’s not liking having a multi-part mesh as the source. Thanks