Solution – Animation transfer
After completing the rigging process, I set up a simple animation to test it in Unreal. I had previously used the FBX format, so I attempted to do the same here. However, when transferred to Unreal, the mesh controlled by the controllers didn’t function correctly (though setting keys on joints worked well). Attempting to solve this problem, I baked the animation, but unfortunately, that didn’t work either. While struggling with this issue, a classmate provided the solution (huge thanks to him!).


I found success by exporting the data in the ‘Alembic’ format. Since I hadn’t used this format before, I lacked information about it. After configuring the options, I moved it to Unreal.


There were a few trials and errors in setting the options during the import process. Eventually, I successfully imported the data with specific options (one notable error occurred due to ‘Flatten Tracks’; when I ticked it on, all materials were flattened).

To use it, simply track the actor of the imported file (Geometry Cache) and add a component for the actor on Sequencer. I’ve set it for 45 frames, so it displays 45 frames on the track.
Fortunately, I quickly found a solution. Now, I have the flexibility to choose whether to animate my cat using Maya or Unreal, thanks to this solution.