We’ve been using Modo for our content creation, and it’s been working perfectly. We are using Modo 801SP5 and up until 4.7, FBX import would automatically rotate the model 90 in the X so that it was oriented correctly. However, since 4.8, you now have to manually add the rotation in import dialog. Did something in the import code change in 4.8, because I have not changed anything on the Modo side? Thanks. (On a side note, we also noticed that the import dialog defaults to a skeletal mesh since 4.8…am I halucinating?)
Re the defaults, on a project once you select an option, it will assume thats whatyou want for the rest of the project. A new project should set it back to the real defaults.
Regarding the mesh. Are you sure you have all your rotations, locations, and scales zeroed? I know in blender when they made a change to the FBX imported we used to have to rotate our mesh 90deg before export to be proper on import.
They did make a big change to the FBX importer in 4.9 and with any software except Maya… expect bugs along the way with your 3d modelling → ue4 workflow.
Hope this helps Don’t forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going.