Issues with animation when imported to UE4

I’m having issues with animations being imported in UE4. The animations are clean in Maya but when I bring it into UE4, the character’s eyeball seems to be parented to the right arm and follows it in the animation.

This is the character in bind pose.

This is what happens with animation.

68594-face02.jpg

68595-face03.jpg

The eyeball seems to follow the arm, so i checked the joints and skinning in maya to see if there is any constraint or parent causing it, but everything seems fine in Maya. Anybody have any ideas?

Update on this… I found out what was wrong, I didn’t have “Use T0As Ref Pose” checked when importing the skeletal mesh