Hi all,
Currently struggling with reimporting some assets that were not positioned correctly or skinned very well for a VR project. The problem I'm currently having is with a character generator that allows the end-user to create a custom character from a preexisting array of meshes, including heads, shirts, pants, and shoes. The head mesh is in the correct position when viewed in Maya, but when I import the mesh as an .fbx into UE4, the position of the head is different, causing clipping problems.
View in Maya:
View in UE4:
As you can see, part of the clavicle pokes out in the Unreal version. Anyone know what could be causing this?