Another difference is that send to unreal remembers a different file path - which is why they make you choose the project. So if you're exporting to different projects, unity and unreal, you don't have to keep browsing to the folder where you're exporting FBX files.
In Maya i have to define where to export the fbx first with: File - Send to unreal - set unreal project Here i am not sure what folder exactly i should choose so unreal detects changes on meshes automatically. I can select the rootfolder but its no help because it creates an "import" folder which is not visible in unreal…
I know in MayaLT, Send to Unreal advantage is that it removes the export polygon limit. But after trying both, I agree with Pior. File > Export Selection, then having a dedicated folder for all FBX exports is what I use.
Thanks for your answer! but why is the option available than anyway? does it have any dis/advantages over the normal export?! I saw that the orientation was fixed automatically when using approach above. How should one handle the orientation when exporting manually? -- i actually found it in the xport options when…