Rotation actors inaccurate?

Hi everyone, I’m modelling a spherical modular environment. In 3ds max all the planes of the sphere fit perfectly (with the pivot point still in the center of the original sphere) with a rotation of 22,5 degrees.

When I import thoses meshes to Unreal, and I use the rotation 22.5 snapping (that should give me the same result as in Max) the pieces arent fit togeter, there’s a gap between them.

The pivot point hasn’t changed, the FBX is correct. What can I do to fix this so it works the way i want?

I think you tried to attach images but they’re missing. Would mind uploading them again?

Dont worry i figured out how to fix it, already. Reimporting assets using “Bake pivot in vertex” solved the issue good enough for me to hide the seams with anoter asset (iron beams or something)