Skeletal mesh and joint name issue with 4.20 (Maya namespaces)

I have referenced mesh and skeleton in Maya from other scenes to my final animation scenes. This will add a namespace.
Before (4.19) when I would import skeletal mesh or animations to Unreal it wouldnt add the namespaces maya uses for the naming. But now when importing animations to existing mesh it doesnt work anymore because the naming is different after the import.

So even importing an export from Maya that worked before 4.20 it doesnt work.

I dont want to try and fix this inside Maya because my setup is working there.

But why was this changed all of a sudden in Unreal and how can I get rid of it?

I am also noticing this behavior- I’d prefer to not have to strip namespaces at export or after. Can this please be hot-fixed with it as an import option? The editor will crash if I tell it to update the skeleton since it complains that it’s out of date, as well.

Same problem here. I hope this is a bug, not a new feature that Epic decided to implement…

EDIT: I just looked through the changelog and found this:
New: Import Asset Metadata through FBX
When you import an FBX file into Unreal, any FbxProperty data that is saved in that file is now imported as well. You can access this metadata in Blueprint or Python scripts that you run in the Unreal Editor. This can help you customize your own asset management pipelines for Unreal based on information about your assets that comes from your content creation tools.

I guess ANY FbxProperty means that namespaces are imported too?

Well this is poo!
I’ve just seen this new behaviour today too and confirmed that it’s different in 4.19.
@Epic - Can you please respond with a solution asap.

Someone had workaround in the answers site. import the animations into the 4.19 project and then grab the .uasset from the explorer and drop into 4.20 project or migrate

I can confirm that this works.
Still, fix this Epic please.

Yeah, you can also import into 4.19 and use the migrate feature to copy it into 4.20 project.

Good news: This issue has been reported by staff member, you can check the status here: Unreal Engine Issues and Bug Tracker (UE-62067)

Great news this time: they fixed it in the 4.20.1 hotfix, update your UE! :3