Custom Mixamo Character Appearing Warped when using Animations

I created a custom character for my game using Adobe Fuse that was provided on Steam. After porting the character model into Mixamo to get a base skeleton and then into Unreal, the skeleton appears to be fine.

But when retargeting the skeleton to work with the base mannequin animations, the arms become warped.

When looking close, the arms appear to be the only thing that’s affected. Anyone have ideas on how to fix this issue?

Is the skeleton a 100% identical when you retarget it ? So do you use the humanoid rig and have you set up the bones properly?
The mixamo skeleton is a little bit different you have to set some bones manually.

This is caused by the twist bones, which are specific to the UE4 skeleton. Simply remove the names of the twist bones when retargeting and all will be well. Look at this questions and last answer.
Mixamo to UE4 skeleton problem.