Inconsistent Forward Vector

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?

Hey there @SupremeOrder! If I remember correctly, this is due to the original mannequin’s import and being turned 90 degrees. It’s not necessary for all characters imported in to follow this paradigm. X is generally considered forward throughout everything else. Most productions I’ve seen at scale tend to roll their own characters/base so +X tends to be their default by nature.

Thanks for the clarification @SupportiveEntity ! I will keep +X Forward consistent on my project.