I have an FBX with animation where rotation goes >360 degrees. It spins around several times.
In Maya I have exported with and without baking, both Euler and Quaternion interpolation and nothing works. I know the FBX is good as I can reimport it back into Maya and things look fine.
Unreal is clamping the rotation keys or internally converting to quaternions incorrectly.
I can’t find any setting on import or in the compression settings to maintain Euler rotation.
Thanks.