I’m importing a Maya animation and skelton to unreal, in the form of an FBX. The skeleton works great, all my skin weights and my bind pose look correct, however the animation is not playing correctly. The only part of the animation which works is the left shoulder. The shoulder had a mistake in Maya, it had a parent constraint which connected to the ik and fk arm, but it also had an extraneous point constraint and blend pair, that is related because it is the only joint with this mistake and when I correct it, that part of the animation doesn’t import either.
When I import to unreal, I get two copies of the error “Mesh [Geometry have no name] in the fbx file is not reference by any hierarchy node,” I can’t figure out why, because my geometry only has one mesh, and it does have a name inside of Maya. This could possibly be related to the fact I referenced the geo into the rig and referenced the rig into the animation, and repeatedly replaced the reference when I iterated on the rig. I don’t really understand namespaces, so could that be related? This is my first time exporting from Maya 2025, so maybe there was changes to the default bake settings? I already tried checking and unchecking “bake animation,” and even tried putting key into the bones on every frame. I have gotten my rigs and animations into unreal before, but only in Maya 2023. Any help or ideas for troubleshooting would be greatly appreciated!