But not in it's animation data, at least not by default
You key euler angles, it lerps euler angles for animation values, it then generates a quaternion the given the current value of the euler angles. Same for Unreal AFAIK
From that page: "When Euler Angles interpolation is used, Unity internally bakes the curves into the Quaternion representation used internally. This is similar to what happens when importing animation into Unity from external programs"
You need the log quat representation. Exp( Tlog(q1/q0) ) q0