It seems that my roll turned out to be the pitch rotation of the specific bone that I’ve manipulated.
In this case I couldn’t do a proper look at rotation to a specific target, roll is always zero in look at. what do you think the way to solve this? is this can be solved inside the unreal editor or do i need to fix everything back to maya?
I had a similar issue with a head from Mixamo. As far as i know its because whoever rigged the character joint, got the orientation messed up. But i also think you can get away with splitting the rotation pin and then making a new rotator with the pitch and roll switched.
Can you explain it a bit further, where or rather what did you break rotator from and where did you hook up the rest?