# Forward Vector Mismatch on Maya and UE4

**URL:** <https://forums.unrealengine.com/t/forward-vector-mismatch-on-maya-and-ue4/344679>\
**Category:** Asset Creation\
**Tags:** forward-vector, unreal-engine, Spline, question\
**Created:** [January 20, 2016, 9:51am UTC](https://forums.unrealengine.com/t/forward-vector-mismatch-on-maya-and-ue4/344679 "2016-01-20T09:51:46Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![anonymous\_user\_089a4978](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_089a4978](https://forums.unrealengine.com/u/anonymous_user_089a4978)\
**Post date:** [January 20, 2016, 9:51am UTC](https://forums.unrealengine.com/t/forward-vector-mismatch-on-maya-and-ue4/344679/1 "2016-01-20T09:51:46Z")

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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?
