Unable to synchronize object's rotation angle between Maya and Unreal Engine when the rotation have 3 values at the same time

Hi, I am currently working on a project, the workflow is as follows:

Initial

  1. Create an object in Maya and make sure the pivot is 0,0,0.

  2. Export the object as FBX after setting Up Axis to Z.

  3. Import the object to Unreal Engine by using default settings.


  1. After that, I duplicated the objects in Maya, moved the duplicated objects to different positions and rotated them.

  2. Later in Unreal Engine, I duplicated the same number of objects as in Maya and manually entered each object’s transform value to match the Maya object transform.

After everything was done, I found that one of the objects had a different rotation angle than Maya even they are using same value.

Looking at the attachment, the rotation angle of the middle object is different from Maya, but other objects do not have this problem.

After some experimentation, I found that this only happen when an object’s XYZ rotation has values.

Currently it out of my knowledge to understand why it happen and what is the solution to make the object rotation angle match with the Maya one.

So if you have any idea or suggest please let me know, your help is greatly appreciated :melting_face:.

Single Object
initialObject.ma (94.7 KB)
Duplicate the object and change the transform randomly
duplicateObject.ma (137.8 KB)

Hi
Have you found the solution to the issue yet? I think I’ve got the same problem.
Cheers

Hi @anonymous_user_d86ef25c,

Sorry for late reply,

Yes I found the solution, for our case actually the problem is that Maya rotation order needs to be changed when exporting to UE.

What I did is set the rotate order of asset to XZY before exporting to UE (by default is XYZ)