Forward Vector Mismatch on Maya and UE4

I imported a model that is made on Maya to use in blueprint splines. Forward vector was wrong, but I have rotated it 90 degrees while importing and it seems to be okay. But when I have tried to add lod1, it directly imported it without asking how I want to import it, so that the lod1 and lod0 are facing different angles, difference is 90 degrees.

I tried to alter import rotation under transform tab in Static Mesh Editor and then I reimported the lod1, but that settings just didn’t work out, the result is same.

Could you please add an option to import lod’s with detailed settings, like importing a static mesh?