How to import a skeletal mesh to Unreal engine without removing duplicated vertexes

Hello guys,earlier I was having a problem with my Magica Voxel characters on Unreal Engine.

Turns out that I discovered the reason why my models were getting kind wierd after exporting from Mixamo(Where I auto-rigged them) is that either Unreal Engine or Mixamo are removing the duplicated vertexes from the skeletal mesh.

My workflow is: Magica Voxel → Blender for uv mapping → Mixamo for auto-rig → Unreal Engine.

How it should be:

How it looks like when I import to Unreal Engine after the auto-rig:

Is there a way to import my characters without removing those duplicated vertexes?

Thank you very much.

Here’s my other question:https://answers.unrealengine.com/questions/821706/rigged-in-mixamo-and-unreal-wont-render-texture-pr.html

I think the problem lies with the Mixamo auto-rig doesn’t it ? Or is it unreal that ruins the mesh ? If it’s an issue with Mixamo you should go ask on their forum !

Hey so I ended up going to mixamo forum and someone there had the answer.

It turns out that when I’m import to Unreal Engine I have to import with normals and tangents under the “Normal import method” on the “Mesh” section of the import window.

It works fine right now.Thank you very much!

Here’s the link for anyone interested:Adobe ID