UE 4 FBX import from maya always rotated 90 degree

Allright, first of all, i looked on google before posting on here,

I know how to import stuff into Unreal and i’m very confused about this issue. Let me explain, I did not touch ue4 for a week, was taking a break. Then today i tried to open it and the launcher asked me to enter my credentials (normally im always connected, so it disconnected… updates ? i did not find any online except the last of 2018) That said, i entered my credentials and opened my project. I exported a fbx from my scene without changing anything in my setting (always used the same) then imported it in unreal with the same setting i always imported my static meshes. But then, they all are at 90 degree. I tried pretty much everything, Z-up , Y-up… etc…

Then i copy pasted one of my already existing fbx file which was in the engine that i imported last time, and without changing anything, i reimported it and, surprise, it was 90 degree. Im really confused… Plus, normally, when i select something to export in maya, i do not need to freeze the transformation, unreal set everything in the center of the world no matter where the static mesh is in the maya world. Now, i have to freeze my transformations in order to have it in the right position. I really do not get it, i did not change anything in the project…