Exporting animation to Unreal messes with pivot
I am trying to export a simple object with an animation created in Maya into Unreal, but Unreal imports with pivots set at the world origin. I can't find any way of exporting my animation so it works correctly in Unreal.
Setting the local space and world space pivots to 0 messes up the animation within Maya, and I can't freeze transformations because of the animation I have created.