FBX mesh from 3dsMax to Unreal not importing with vertices in proper direction?

Hey all, I’m running into an issue I’ve never seen before. In the attached image, you can see that I have one of my vertices selected in my 3ds Max file. You can see the coordinates of that vertex is circled in blue. When I export my mesh as an FBX (or any other filetype) and import it into unreal, it seems that the mesh is mirrored (on the x-axis?). You can also see that the object I placed inside the UE level has the same coordinates as my vertex inside of 3ds Max. I believe Unreal is Y-Up Left Handed and 3ds Max is exporting as Y-Up Right Handed? I tried exporting via datasmith and had the same issue. I also tried changing the export axis from Z-up to Y-up and made no difference inside Unreal. Does anyone have any idea why this is happening? I need my vertices to be oriented properly (similar to how it is in max). Any help would be appreciated! Thanks.

You can fix this by going into the mesh editor (double click on the mesh in the content browser) and in the asset details tab you will see Import Settings. Under that you will see your transform settings, add -1 to the value of X and reimport the base mesh. It should import your asset properly.

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