Camera Exporting problems from Maya to Unreal

If anyone can help I’d appreciate it, I’m trying to export my cameras from Maya to UE4 Matinee and they’re basically coming in all screwed up. In Maya I’m Y-Up and I’m exporting as Y-Up (can’t change this for project reasons sadly) A few curious things I’ve discovered is when I export a camera from UE4 Matinee to Maya I get a camera parented to a group node with a UE Aspect Ratio Attribute built into it, the Group and camera’s rotations are rotated automatically to be correct in Maya, but sadly exporting that grouped camera back into unreal produces jenky results. Can anyone offer any advice?

Unfortunately this issue has been around forever and is still not addressed. I don’t get why this is of so little import to Epic. That being said the entire cinematic workflow leaves a lot to be desired.

Here is the workaround I use for now:

  1. Import the camera FBX into 3ds Max first and re-export from there.
  2. Turn all the meshes in UE4 -90 degree in Z.