Skeletal mesh asset creation

Hello,
We are in the process of defining the requirements for the “raw” .fbx file that will be sourced for creating the skeleton unreal asset.
We perform the skinning in Maya and from there we are going to export an .fbx file containing a dummy mesh so the same file can be used in Motionbuilder by the animators.
I was wondering if sourcing the very same .fbx in Unreal and using it to create both the skeleton asset and the skeletal mesh asset (that we’ll use only for previewing the animation work), is going to impact the performance down the line.
For example when will have to play the animation on a full fledged skeletal mesh: the matter that the skeleton is bound to the original dummy mesh, will affect frame rate and performance?
Thanks in advance for your help.