Hi everyone, Lately I have been working to and from houdini to unreal, I have found the best way to keep geometries positioning is an fbxfilmbox output to unreal, and then file>import into level, force front axis/create level actor. This ensures the positioning remains the same as in houdini.
However I run into problems with my rotations, I have seen a bit of information online where people discuss quarternions being a factor etc, but I find it all incredibly confusing. Is there any easy method or formula to making Houdini and unreals rotations the same in 3d space?