I’m having some issues with exporting FBXs from Blender to Unreal, and keeping both the mesh orientation correct, and a manually set pivot location at the same time.
The way I found to keep the mesh orientation correct, is setting the model facing Blender’s own forward axis (-Y), exporting the model as X Forward/Z Up, and then importing in UE with Transform Vertex to Absolute and Convert Scene + Force Front X Axis enabled.
As far as what I tried goes, this is seemingly the only configuration in which the model is imported facing the correct direction, but, if I do this, the custom pivot location is lost.
What is the solution to this? Many thanks.