Import isn't Bringing in Correct Skin Weights

I’m trying to import a facial animation into UE4, the mesh animates fine within Maya but when I import it into UE4 (and Max as well) the weighting is completely different and broken.

could be because of skinning method. make sure its classic linear. ue4 doesn’t support dual quaternion method as far as i know.
ps. yes its 1 year passed, but maybe some1 else looking info aout that problem

I Have This Issue

I Did This And Im Still Getting A Different Char And Mesh And Skin Then Whats in Maya, Very Problematic Issue, Must Be The Transforms Inside The Root Bone Causing Some Error?