You’re right! But it DOES put us a step in the right direction!
Because now you should be able to do what was stated in the first step:
Make the capsule collider or the scene node be the root, and Rotate the skeletal mesh 90 degrees to match the forward of the actor.
Yeah, like I said before, this is really common for skeletal meshes. I don’t know why it is this way, but it has to do with modeling software exports being 90 degrees off from Unreal’s forward.
Give that a try and see what happens now!