If you attempt to make skeleton hierarchy changes to a shared skeleton there seems to be no way to import all the changed skel meshes in a way that the skeleton can be updated and keep them all in a compatible state. I have prepared updated fbx files for all the skeletal meshes sharing the same skeleton. The same change was made to all of them, so if I were importing into an empty project this would work fine. But since I have to reimport them one at a time they each fail because individually they aren’t compatible with the rest of the meshes sharing the skeleton. Which in this circumstance are simply just waiting in line to also be reimported.
The failure to merge bones is understandable. If you import the skeletal meshes one at a time they are all individually incompatible with the old version of the skeletal meshes still waiting to also be reimported.
It feels like there should maybe be some kind of tool that walks you through importing all the conflicting skeletal meshes and won’t apply the changes to the skeleton until it gets into a consistent compatible state.
Is there a proper way to make hierarchy changes to group of skeletal meshes and their shared skeleton that doesn’t suffer from this problem?