I there any rational behind Unreal’s decision to make the engine/world “X Forward” but the actors/characters “Y Forward”? This inconsistency creates issues like a “Rotation.Pitch” controller affecting the character’s “Roll”, and the “Rotation.Roll” controller affecting the “Pitch”. Or that the Front view of a Skeletal Mesh (ie SK_Mannequin) shows the character looking sideways.
Do large productions generally embrace this inconsistency or set the characters with a conintet “X Forward” instead?