Does Unreal have a default winding order preference for triangulation?

can right or left order be set in the DCC export with predictable results in Unreal?
Or does Unreal need a specific ( unreal correct? ) winding order? Or will it enforce a winding order despite FBX order set in DCC?

flipped normals? or any other gotchas I might be overlooking? Is there a rule of thumb to figure out the winding order from the array returned from FPoly::GetOutsideWindings?

I am trying to do a survey of winding order behavior for different engines and finally update my DCC tools docs.