Workflow for creating a nanite static mesh based character? Like AncientOne in Valley of Ancients demo

Hmm, I’ve tried for way too long to figure out how get a mesh to be positioned/rotated so the origin is the matches the bone in Blender, for exporting. If you have any tips how to do so, please let me know.

I was able to get the inverse transforms for each bone to then plug in for each mesh, and that works well. Obviously it’s a bit painful to do that for each object, but I’m just happy to have something working!

If anyone else needs it: this is how I output each bone component inverse transform: