So one thing I notice when working via rocket right now is that it caters to the “same-old same-old” pipeline: you locate an asset from the file browser, you import it into the content browser, adjust texture compression settings, build your material node networks, etc.
But with unreal recognizing assets automatically through FBX, couldn’t one just pipe the content directly from the 3D authoring tool into Rocket and bypass the middleman import/export step altogether?
So for example, what I would do is have both Maya and Rocket open and explicitly connected to one another via some option in the project settings somewhere (or have an auto-detect option in place). And in between the two, I can pass mesh data between them. So if I modify a polygon asset in Rocket, that asset gets piped into Maya. Conversely, if I modify the asset in Maya, it gets updated into Rocket. There would not have to be an explicit import/export step so long as the connection with the 3D authoring tool remains open.
You could have UDK receive stream updates at fixed intervals, or if the computer is powerful enough, check for a constant realtime feed.
Any new assets that don’t already exist in the Rocket map or the content browser are automatically imported into the content browser. Same with UDK, and updating Maya’s scene file with the new information.
Also, this suggestion does not just extend to Maya. The suggestion extends to other 3D authoring tools such as 3Ds Max, Blender, etc.