Datasmith 4.22 - improper rotation of imported animated camera

Hello,
I am trying out Datasmith 4.22 with a simple scene from 3DsMax 2019 containing a few primitive objects and an animated camera.
Everything imports via datasmith OK except for the camera roll and Yaw.

The Roll is 89.9999924 (should be zero) easy to fix as only two keyframes
The Yaw is keyframed every frame from 0 to 100 and needs offsetting by -90deg.

Linking to an empty actor which is aligned to camera, in order to rotate the camera, doesn’t work. The camera flies off somewhere else.

Perhaps i’ve missed an orientation or Z-up checkbox somewhere?
Feels like a bug though, I hope I’m wrong!

Thanks
Graham

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

Thank you, Jeff.

Bug report submitted.

In the meantime I will create a rotation offset in Max just for export, unless there is a quick fix in Unreal?

Thanks
Graham

Extra information:

I noticed that the just after importing the Datasmith file into Unreal, all the cameras are actually correctly oriented.

But, when I double click on the Datasmith created “Level sequence” asset in the Datasmith’s animations folder, all the animated cameras suddenly get offset in rotation. This offset is NOT undo-able.
If I make my own “Level sequence” asset and load the cameras in manually they have no animation.

I tried linking my Cameras in 3dsMax to a point helper and only animating the helper, but the result is the same in Unreal after entering the “Level sequence” asset.

Interestingly, I have a teapot with animated rotation (included in the Datasmith import from 3dsMax), which is not effected at all when entering the “Level sequence” asset.

I hope this info can be of use.
(I can’t see the bug report I submitted listed publicly yet, so I can’t update it with the above.)

Thanks
Graham