How to calculate the pivot point offset position of UE and DCC software

I am an artist using Maya. I created a finished car in Maya and gave the wheels, mirrors, steering wheel, doors and other objects that needed control their unique pivot point positions and froze them. Pivot point value. But when I imported only UE5, their pivot points were uniformly placed at the world origin 0.0.0. So that models such as tires, steering wheels, and doors cannot rotate correctly according to their characteristics. Why can’t UE calculate the correct pivot point offset of the DCC software? The fbx imported like Unity can be completely consistent with the pivot point in DCC. This function should not be difficult for UE, although there are many internal There is a way to modify the pivot point offset, but it is not the best way for artists. It is difficult to accept that after splitting all the parts of the car to the world origin, import them into UE and assemble them again.