Is there a set of export/import tricks to get new hand meshes to work with this? I used your maya file, placed my own custom mesh into it, messed with the joints a bit to align them, skinned the hand, keyed updated poses and exported. When I import your fbx and my fbx into a clean maya scene (both with their own animations) they align quite nicely.
However when I import them into UE4 (I’m importing by going to the CVR_Hand and Hand_Anim, changing the asset to my new asset and re-importing keeping the rotation import settings in-tact 90 in x), the hand goes awry, and fingers are rotating in the incorrect axis. I certainly didn’t rotate any joints that severely.
In my previous tests, I replaced the BP_MotionController entirely, so I wasn’t using many of the features. But this one, I’d like to maintain all the features, just replace the hand mesh with my own.