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Forward Vector Mismatch on Maya and UE4

I imported a model that is made on Maya to use in blueprint splines. Forward vector was wrong, but I have rotated it 90 degrees while importing and it seems to be okay. But when I have tried to add lod1, it directly imported it without asking how I want to import it, so that the lod1 and lod0 are facing different angles, difference is 90 degrees.

I tried to alter import rotation under transform tab in Static Mesh Editor and then I reimported the lod1, but that settings just didn't work out, the result is same.

Could you please add an option to import lod's with detailed settings, like importing a static mesh?

Product Version: UE 4.10
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asked Jan 20 '16 at 09:51 AM in Using UE4

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