Bone axes at runtime don't match ControlRig/Blender

I have a skeletal mesh, anim blueprint, and control rig set up for a compass. I have the anim blueprint rotating the needle around its x-axis as shown here:

The x-axis is shown running vertically, perpendicular to the compass needle in the control rig. However, when I run the game, the needle rotates around an axis offset from vertical by about 30 to 45 degrees. The y-axis seems to be offset by the same amount. The z-axis is correct. Here is a screenshot of the axes as shown in the control rig, with the actual axes at runtime drawn in as the large arrows:

As far as I can tell, I’m not rotating that bone anywhere else, so I’m at a bit of a loss as to what’s going on.