FBX imported to UE4 behave differently from Maya 2017

The white one is a static mesh exported from Maya while the yellow one is the skinned fbx file in the same pose (with max influences per vertex of 6) imported into UE4. They don’t deform the same way. The difference is minor but annoying as it leads to uneven mesh surface. Upon further investigation I found that Unreal Engine automatically changed the skin weight of certain vertex and this is getting more confusing :confused:

Any idea how to fix this?

I’m not certain, but if you’re using 4.14, the physx was updating and now REQUIRES no more than 4 influences to function correctly. That could also mean that UE4 no longer supports 8 influences. My personal tests suggest it’s true, but the only way to find out is if you truncate to 4 influences and see if you get the same result.