I found the root of the problem when I exported the fbx model from cinema4d. The anchor point around which the sequencer rotates, and which you cannot untie, is cinema4d’s world coordinate point. I moved the object in cinema4d to the center of coordinates, re-export and now the sequencer in UE rotates the object as I need. But, of course, this is not a solution to the problem. The object in the sequencer must rotate around an anchor point that you can assign yourself, just as it does with normal transformations.
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