In principle, I was right. If you configure Maya the same way as 3ds Max (or the editor in which you create the model/animation), that is, the units of measurement, the direction of the axes (whether the Z or Y axis points upwards), and the frame rate - 24 frames or 36 frames... then, when exporting to FBX, you need to make sure that the "correct" axis is set as the upward axis, according to your 3D editor settings...
And finally, our famous Granny exporter to the game format... you need to uncheck the boxes as I wrote in the neighboring topic, and also uncheck the "move to origin" box so that the model doesn't flip in the map editor, but moves the same way as in the 3D editor...
Added after 47 minutes
Ahahaha... I got a little confused... my Yeti turned out to be Godzilla ))) it's 2-3 times bigger than the Titan.....
Is it possible to change the scale of a creature in the editor? so that I don't have to redo it in 3D...