Blender -> UE5 Root joint rotating on import

I am attempting to create a rig for a car. The rotation of the joints between Blender and Unreal appear to be different, specifically on the root joint. I recorded a video of the entire process, but here is an outline of my steps.

Create armature. I did not rotate or transform it at all. I duplicated the root bone and snapped to where my wheels will be. Nothing was rotated. I parented the wheel bones to the root and named them. I parented my mesh to the armature and assigned the different areas to the bones I wanted.

Export/Import

Looking at the genereated skeleton, the root bone has a 90 degree rotation in X. Somehow, the wheel bones are perfectly normal.

Where did I go wrong? How do I get all my joints to be nicely zeroed out?

I got some help on the Unreal forum. They suggested to set the armature primary bone axis to Z in the export settings. The rotation issue disappeared. I’m not sure why everything I was reading said to leave it as it was, but its fixed now.