This is causing rare visual defects in our project. We have a large team. If someone reimports a skeletal mesh a bone could have been added, possibly not even by them. Or they simply forget to update the existing blend profiles and masks. Now the new bones don’t blend properly during animation transitions.
It has taken a fair bit of time, it takes time to validate these meshes intermittently, time to debug when someone starts pointing out visual defects, its just a headache in general. This should be part of the engine functionality.
In the end we did hook into the import/reimport process to detect new bones and update them, but the engine doesn’t make this friendly at all, the new pipeline tools are awful to use, and custom asset factories generally require using them from the start and take too much work to implement for this purpose.