export fbx from maya use Z up,still need rotation 90 in Unreal ? why?

I used maya2017, make animation then export fbx,but when I import fbx to Unreal ,model is good ,stand well.The animation was bad ,laydown on the ground …How can i fix this?

I think the reason for that is each engine/program uses different AXIS system.

For example, UNITY uses completely different Axis system.

Yeah… this happens as well in Blender.

thanks,you are first person answer my problem,finally,I found my character rig had one root curve,unable it,then export,axis be right。