Nuke Camera to Unreal (How to Fix Coordinate Axes)

What is the best workflow for importing Nuke 3D tracking data into Unreal.

At the moment, my workflow is exporting the data using a WriteGeo node, importing the fbx into Blender, exporting the camera animation from Blender, as an fbx, and importing that fbx into Unreal. But, the axes are incorrect. For example, my Nuke XYZ transform axes are being read in as XZY axes in Unreal, and the rotation axes are also flipped. When importing static meshes it seems the solution is to check off ‘Convert Scene’ in the fbx import settings, but that fbx import settings box does not pop up when importing the camera fbx onto the cineactor.

Is it possible to modify the default fbx import settings in Unreal to ensure that the ‘Convert Scene’ knob is enabled by default? Or would it make sense to apply the camera animation to a primitive first in an intermediary app (e.g. Blender) and then import that primitive into Unreal with the Convert Scene knob enabled, and then copy the animation over from the primitive to the cineactor? Or is there another easier solution? I have already tried modifying the Up axis when exporting the fbx from Blender, but it still imports into Unreal in the wrong axes orientation. Thanks!