this is happening inside UE!
all what UE needs is the pivot position of each path and the index of the parent , also xVector ,which are created with the UE Pivot Painter script .
the script only creates 2 maps, which you have to input in unreal.
Those values are stored static , means not animated, like a pose for character animating
about your script , i also get errors, but if you disable cache and activate autoupdate also put a editmesh modifier on top of growfx , you will get no errors anymore.
but the pivots are the same like using the explode mesh to objects , which is far the more performant method
the UEscript can re - set the pivots , but they are set not in an identical ideal way, building a hierachy is perhaps possible with a script and intersection testing (checking atm)
it would be nice if we had a Utility /script tool to extract those information to those 2 maps (export from growfx) , like the PivotPainter 2 script does..
(i attached the script from epic games for you)
I`m shure, when Ue 5 comes out, Ue will come much bigger and used in the market... would be nice to have compatiblity.
Doing this manually is just pain
PivotPainter2.ms