Missing bones when importing skeletal mesh

Hello all, I make a super simple rigging and only to find that skeletal mesh import miss the skeletons…

The turret mesh is a single object in 3DSMAX. It is rigged with a two stage bone.(PS I’ve
selected both mesh and bone in max)

The check box of the animation has no impact in the lateral result

This is the import setting…

However, it shows that the mesh itself becomes the root bone…
Missing all the bones

And don’t allow me to change the skeletal assets…

Make sure to select the mesh and the bones and export by selection. In the importer make sure that export deformers is checked.

Hi Frankie, thanks for the solution…
I didn’t succeed in this way. I roll back to the traditional link tool to get the mesh in a hierarchy…