I can export camera animation correctly to maya from Unreal using the sequencer as long as it is not attached to either the slider or crane rigs inside unreal.
When I export these types of cameras they are basically static (but with any lens changes, local offset transforms, etc baked in) but not the transforms detailing where it is in world space driven by the ‘distance along slider’ parameter for example.
Is there any way to do this? Is baking the camera in world space an option? If so, how is this achieved? In maya I would create a parent constraint and bake but not sure how to achieve this workflow in unreal. Any help would be amazing.