Okay, so I have trouble getting my Maya animations (created out of blendshapes) to work in Unreal. I have three blendshape animations in total which I have baked in Maya and exported out as FBX. After importing them into Unreal the blendshapes were there, but not the animations.
Thinking that maybe a rig was needed even though that isn’t usually the case with blendshapes, I created one joint and bound my whole mesh to it. (Deleting NonDeformer History first)
Then I keyed some animations, baked them (Bake Simulation) and after checking that they had been baked okay, I selected my mesh and root joint and exported them out via FBX (settings attached). The only warning I get pertains complex animation which I assume can be ignored.
When importing the FBX file into Unreal I check “Import Animations”, “Import Morph Targets” and set the Animation Length to “Set Range” since Exported Time gives me a weird bug with much more keyframes than are actually there. After the import, only one of the three blendshape animations is working even though all three blendshapes can be selected and deform the mesh.
I’ve been troubleshooting this now for days on end (changing settings in Maya / in Unreal; bake simulation before export; baking during export; changing blendhshape controls to attributes) and getting one blendshape animation to work instead of none is the best I could achieve. I’m really at a loss now and if someone could look over the file and point me in the right direction I would greatly appreciate it.