This is because FFbxExporter::ExportStaticMeshToFbx() does not correctly determine the OverrideMaterials.
Therefore, the following code will not pass.
else
{
	Material = StaticMesh->GetMaterial(Polygons.MaterialIndex);
}
You can also override it, even temporarily, to avoid the problem.
(2021-08-05_03h05_44.png)
1. Place the Sphere in the level.
2. Press "Reset to Default" to assign the DefaultMaterial. (2021-08-05_03h21_21.png)
3. Press "Export Selected" to export the FBX. (2021-08-05_03h13_36.png 2021-08-05_03h13_00.png)
4. If you check in MAYA, you will see that the material names are different. (2021-08-05_03h14_10.png)
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-120989 in the post.
| 1 | 
| Component | UE - Editor - Content Pipeline - Datasmith - Exporters | 
|---|---|
| Affects Versions | 4.26.2 | 
| Target Fix | 4.26.2 | 
| Created | Aug 4, 2021 | 
|---|---|
| Resolved | Aug 5, 2021 | 
| Updated | Sep 14, 2023 |