NPC Head Look At joint orientation issue

I’ve programmed my Sharkman NPC’s head to follow my playable character, but oddly enough, the NPC’s face is avoiding direct contact when it’s facing forward. It seems like there’s a mistake in the blueprint logic for the Look-At vector location. The default value is set to X=0,Y=0,Z=0.




When I bring in my Daz character to Unreal, it’s facing the wrong way, which messes up the axes. Unfortunately, I’m stuck because the Daz-to-Unreal plugin handles the facing automatically. Right now, I’m not sure how to adjust the orientation in Unreal Engine since it seems like the skeletal mesh can’t be modified.

How should I go about fixing this issue?