"Use T0As Ref Pose" doesn't work when FBX has two meshes with different bind poses.
See attached example assets
1.  Download the attached assets
2.  Create a blank project
3.  Import the mesh titled "twobind_bothmesh.fbx"
4.  In the import options, expand the advanced section under "Mesh"
5.  Enable "Use T0As Ref Pose"
6.  Select Import and open the skeletal mesh
Result:  The mesh's head is not tilted to the side.  The first frame of this fbx has a key with the head tilted to the side.  
Expected:  If "Use T0As Ref Pose" was working with a "two bind pose" fbx, then the head would be tilted to the side.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-16651 in the post.
| 1 | 
| Component | OLD - Anim | 
|---|---|
| Affects Versions | 4.7.6, 4.8 | 
| Created | Jun 5, 2015 | 
|---|---|
| Resolved | Aug 18, 2021 | 
| Updated | Aug 18, 2021 |