Skeletal Mesh with LODs does not have UVs when Imported

I have Maya LT 2018.3. I have a character skeletal mesh with 4 LODs grouped and have same rig, skin weight, and exported using Game Exporter (I also tried regular FBX export). I also checked inside of Maya by selecting each individual LOD model and checking to see if it still have the UV from the base model. It does in Maya. So, the issue is when I import the FBX file into UE4. It imports successfully, the base model got its UVs and material but the LOD01+ does not have the UV maps imported like the base model which is very odd. I tried looking at the import settings to see if I’m missing something. I tried reimporting the model via LOD reimport in the skeletal mesh editor window. Have anyone gotten this issue with Skeletal Meshes with LOD not imported UV maps for LOD models besides the base mesh? It looks great and works fine inside of Maya editor but not UE4.

Try to export it in FBX 2016 version.

I did export it as a 2016/2017 FBX. I just tried exporting and then importing it back into a new scene inside of Maya. It gave me this warning/error after importing:
Warning: BindPose - incomplete BindPose [nodes parents] (5)

EDIT:
I just fixed this error, still did NOT fix the UV problem! The problem was that inside of Maya, I had to select the base mesh and all the LOD meshes and to go Modify > Evaluate Nodes > Ignore All. Save and Export again. I tried reimporting to a new Maya scene. The warning/error was gone but then I tried importing back to UE4 and the UV are still gone. So it’s definitely a UE4 importing issue…

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Thanks

I figured out the issue since my SK mesh had two materials (one for the head, one for the body). The base mesh was using the correct body material for the body and head material for the head. However, the LOD01 meshes and plus was using the body material for the head and head material for the body. So if you click on each LOD and look at the editor on the left, just click on the material settings and switch them around, they should look like as they should like the base mesh. Geez, who knew such an odd problem could be just simple misunderstanding and fixed easily.

I figured out the issue since my SK mesh had two materials (one for the head, one for the body). The base mesh was using the correct body material for the body and head material for the head. However, the LOD01 meshes and plus was using the body material for the head and head material for the body. So if you click on each LOD and look at the editor on the left, just click on the material settings and switch them around, they should look like as they should like the base mesh. Geez, who knew such an odd problem could be just simple misunderstanding and fixed easily.