Blender MoCap animation import issue

I’ve been playing around with Kinect V1 MoCap, and I’ve tried importing the animation in my UE 5.6.1 project, but for some reason the skeleton seems to collapse on itself and I get a “ball”…

In Blender, I’ve retargeted the animation skeleton to the “Unreal 5 (Manny)” skeleton from “Game Rig Tools”, and exported the “root” skeleton as a FBX, similarly to how I would export a rigged 3D model.
The process of exporting/importing a 3D model with this rig works fine, so it’s not that…

When importing it, similarly to how I would import a rigged model, I’m using the “SK_Mannequin” Skeleton since I’ve retargeted the animation to that type of skeleton.

I can see that the motion information is present in the imported animation (since it’s moving), but how do I normalize the skeleton so it’s not a ball anymore?

I’ve tried upscaling the Skeleton in Blender and applying the transform, but that didn’t work…
I’ve also tried upscaling it during import, but that also didn’t work.