I’ve seen posts mentioning that problem but none had a proper answer or solution. On the mannequin skeletal mesh, forward axis is +Y when UE4 convention says it should be +X.
Rotating the mesh by 90 in blueprint doesn’t solve everything since the skeletal space is still used for animation blueprint computation (like IK with local space transform coming from another actor).
Right now I’m solving that by adding an explicit transformation.
So question : is there a better way to solve that, like by reorienting skeletal mesh ? I’m not an experienced user of UE4 so I might be missing something ?
Thank you very much