There are different orientations for different situations. The animation system and stuff like PHAT expects Y so that’s why they import facing that direction. The gameplay stuff (like blueprints) expects X. That’s why there’s an arrow component in character blueprints, you need to match the direction of the mesh and the arrow. Usually you just need to rotate your skeletal mesh component by 90 degrees and it should be fine.
I think there’s even another difference regarding rendering/screenspace stuff but that should make more sense I guess.