I looked around but found nothing to address this issue.
I am attempting to import a skeletal mesh but every time I do, Unreal does not detect a skeletal mesh and if is tick the box to import a skeletal mesh, Unreal will import separate meshes, each having a skeletal mesh asset with the mesh node as the root node and no skeleton tree from Maya.
I am exporting from Maya, I tried with a fresh file just a subdivided cube skinned to two bones with the same result.
I have tried resetting the export settings as well as the import setting in unreal
all history deleted and transforms frozen before skinning
I select the mesh(es) and the skeleton and export selected
My root node is called root
I have used Unreal for a while and this the first time I have this problem. I feel like I am back to square one. Does anyone got an idea of what this could be?
OK so in my case selecting the meshes for export and the option export selected will give me the aforementioned result whereas export all will result in a proper import in Unreal.
I don´t understand why. I remember having done it by selecting and exporting selected with a good result. But for now this is solved although If someone can enlighten me on the why of this behaviour I would be interested.
I got the exact same problem. It happens because unreal “Could not find the bind pose”.
Usually this works https://www.youtube.com/watch?v=zkKmbla3vLU
But in my case it happened for every skeletal mesh that i made. So i tried every online solutions but didn’ t work.
Finally i fixed it reseting the fbx export options in maya to the preset “Autodesk Media & Entertainment”.
Probably some plugin or update changed my default export options.
I left this here in case is useful for someone. Sorry for the bump.