I’m having problems importing morph targets from Maya to UE4. I created a couple of morph targets using the UE4 suggested pipeline (https://docs.unrealengine.com/en-us/Engine/Content/FBX/MorphTargets) and I can see them in my main mesh’s Attributes window. When I export them from Maya into FBX (using the recommended settings) and import them (with the settings in the second image), I only get one morph target (the third image), which combines all the blend shapes/morph targets into one.
If I import the FBX into Maya, I can see all the blend shapes, so it is definitely not an exporting issue.
Another weird problem is that this issue occurs largely because I am exporting FBX after saving my base model in Maya Binary .mb (or alternatively in .ma) and that might be the reason because a bunch of morph targets are getting lost in the process.
Not sure what I’m doing wrong here, so any help is appreciated.
I was able to resolve this, the mistake I had made was that since I was making all changes directly to my base mesh, the blendshapes “weights” name were set to the name of the base mesh by default. This resulted in 11 blendshapes having the same weight name “Body” which caused UE4 importer to combine them into a single blendshape. Neat thing to know but not what I was looking for, but luckily I figured it out without spending too much stuck on it.
If they were in the same node they’d have to have dífferent names, so it is what you’re looking for. Adding a new node for each shape is bad practice in general.