Angular Orientation Motor ignored

I solved the Problem myself.

The code I posted works. The Problem was the Mesh which I created myself in blender.

Before you export it to a .fbx you have to Apply the Scale, Rotation and Location.

I hope this will help others.

Hey, I want my imported Skeletal Mesh to be controlled by Angular Motors.
My Problem is, that the Skeletal Mesh did not change the orientation of the constraints.

I have a second Skeletal Mesh, which is working with this code.

I implemented it like this:

AForceSimpleHand.h

UCLASS()
class ROBCOG_API AForceSimpleHand : public ASkeletalMeshActor
{
	GENERATED_BODY()

public:
	UPROPERTY(EditAnywhere, Category = "Drive Parameters")
		float Spring;

	UPROPERTY(EditAnywhere, Category = "Drive Parameters")
		float Damping;

	UPROPERTY(EditAnywhere, Category = "Drive Parameters")
		float ForceLimit;

	AForceSimpleHand();

	virtual void BeginPlay() override;

	virtual void Tick(float DeltaSeconds) override;

private:
	FConstraintInstance* LeftConstraint;

	FConstraintInstance* RightConstraint;

	void InitializeOrientationTwistAndSwing(FConstraintInstance* Constraint, const FQuat & Quaternion);
};

AForceSimpleHand.cpp

AForceSimpleHand::AForceSimpleHand()
{
 	PrimaryActorTick.bCanEverTick = true;

	Spring = 50.0;
	Damping = 10.0;
	ForceLimit = 0.0;


	USkeletalMeshComponent* SkeletalMesh = GetSkeletalMeshComponent();
	if (SkeletalMesh == nullptr)
		return;

	SkeletalMesh->SetEnableGravity(false);
	SkeletalMesh->SetSimulatePhysics(true);

}

void AForceSimpleHand::BeginPlay()
{
	Super::BeginPlay();

	USkeletalMeshComponent* SkeletalMesh = GetSkeletalMeshComponent();

	if (SkeletalMesh != nullptr)
	{
		LeftConstraint = SkeletalMesh->FindConstraintInstance("Left");
		if (LeftConstraint)
		{
			InitializeOrientationTwistAndSwing(LeftConstraint, FRotator(20, 20, 20).Quaternion());
		}

		RightConstraint = SkeletalMesh->FindConstraintInstance("Right");
		if (RightConstraint)
		{
			InitializeOrientationTwistAndSwing(RightConstraint, FRotator(20, 20, 20).Quaternion());
		}
	}
}

void AForceSimpleHand::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
}

void AForceSimpleHand::InitializeOrientationTwistAndSwing(FConstraintInstance* Constraint, const FQuat & Quaternion)
{
	Constraint->SetDisableCollision(true);
	Constraint->SetAngularDriveMode(EAngularDriveMode::TwistAndSwing);
	Constraint->SetOrientationDriveTwistAndSwing(true, true);
	Constraint->SetAngularDriveParams(Spring, Damping, ForceLimit);
	Constraint->SetAngularOrientationTarget(Quaternion);
}

And this is how the Constraints are defined:

I hope you can help me with that.

Thank you

Marcel