I'm trying to find out, is there any limitations for UV's export from Blender? My situation: I have skeletal mesh in Blender with 6 UVs, which I'm trying to export into Unreal Engine 5.3. I've tried different ways (using usual export, send to unreal addon, better fbx exporting addon) with the same result - I'm getting skeletal mesh with only 4 UV channels. I thought, problem could be in engine, but I can add new uv channel manually inside UE5. And when I'm trying to export static mesh I'm getting as much UVs as I want.
So, I think the problem could be in fbx format or exporter's code. Can somebody, at least, confirm or refute this sentence? I just don't know where to search any information about it. I've tried to google it, but the only thing I found is this forum's message. That's why I thought the problem could be in fbx.
Edit: @scurest assumed the problem could be in Unreal's FBX importer, so I decided to create a simple cube with one bone and 7 UV maps
cube.fbx. Can somebody try to import it to maya or another software to see if there are all UV maps or something missing?