Convert 4x3 rotation matrix to Euler or Quaternion

I’ve used Forest Pack in 3ds Max to create a forest area, I’ve then exported all that data as an XML file to recreate the same area in UE’s Foliage system. But the rotation is exported as a 4x3 matrix, like this:

rotation="[-0.639031,0.768364,-0.0354409] [-0.768831,-0.63667,0.0595894] [0.0232222,0.0653275,0.997594] [0,0,0] "

How does one convert such a matrix to Euler Angles (FRotator) or Quaternions in C++?

Unfortunately my math skills in this area is rather limited (close to none) so I would really appreciate as detailed information as possible.