Quick answer: Unreal physics asset bones rotated 180 degrees after re-importing FBX? Coordinate system mismatch between DCC and UE - set Import Axis Conversion in FBX import.

Re-imported character mesh from Maya. Physics asset bodies now upside-down.

Set Import Axis Conversion

FBX import > Axis Conversion = Maya YUp. Or whichever your DCC uses. Defaults don't always match.

Or use a Linker

Import via a custom asset linker that swaps axes consistently. Removes user-side guesswork.

Verify with a test mesh

Import a known-orientation test cube. If the cube faces wrong, the entire import config is wrong; fix once for everything.

“Axis conventions are silently incompatible between DCCs. Import settings bridge.”

Establish 'one DCC, one axis convention' for your project. Cross-DCC pipelines multiply the bug surface.

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