Mesh gets broken from UV's when importing (iClone->UE4->Maya)

Hello,

When importin character from iClone CC to UE4 (very nice retarget workflow with minimal effort) and then further importing from UE4 to Maya, the Mesh will get cut from UV’s (at least seems so). So I end up with broken mesh where vertices are cut from where the UV’s meet. Has anybody clue what’s going on? I’m fairly new for this work but I usually found answers by digging around but this time I do not find anything relate anywhere.

Here is a pictures from workflow: iClone->UE4->Maya

https://forums.unrealengine.com/filedata/fetch?filedataid=128257&type=thumb

https://forums.unrealengine.com/filedata/fetch?filedataid=128259&type=thumb

You can clearly see line in the mesh and when you move the vertex you can actually see there is two vertex on top of each other which are not connected.

And here is a picture from: iClone->Maya

https://forums.unrealengine.com/filedata/fetch?filedataid=128258&type=thumb

The mesh is solid.

I was thinking which forum I should comment since there is three programs included but by measuring the case I would dare to blame UE for this problem. This cutting also happens if I do workflow:
iClone->Maya(good)->UE4->Maya(bad)

Any help is appreciated!