Unreal is importing everything as separate objects

So here is my problem. I have animated model with constraints but without bones in Maya. Before exporting it to Unreal I baked everything. When I’m exporting, I’m exporting only meshes (not any shapes, constraints, locators). The objects hierarchy is good I think because everything is linked to one dummy object. But when I import my animated model to Unreal, it is separating everything (about 20-30 objects), which is making very difficult to put everything in sequencer and then putting animation files and etc. Please someone help me. I’m using unreal engine 5-00

maya before exporting objects hierarchy

Unreal engine after importing

You are using fbx. You can use obj. Or just tick Import as one object in the import window. Or just add them together in blender

On import you should collapse all sub settings and one of these is combine meshes on import

Unfortunately, I can not use .obj because it does not hold animation. My asset is animated.

I went through import settings and found out that combine meshes checkbox is only available for static meshes.

I suppose the single mesh import only happens, when the meshes are not part of the bone hierarchy. I use Blender as 3d creation tool, so I’m not sure how it works with Mays etc but when I have everything in the bone hierarchy and I use “Import meshes in bone hierarchy” it works.

Furthermore it is possible to import the SkeletalMesh itself without animations first and import the animations later on with a separate import file.

Oh and by the way there is also a live link plugin for maya.

Yeah, it’s supposed to work like that but IDK what’s going on. Maybe something is wrong with rig and I can even try to rig my model again. Hopefully this is going to help to fix the issue.