Does annyone have a workflow for scaling from 3ds max to Unreal engine 4?

Hello Ue4 community

i am looking for a good workflow or maby advise on scaling to ue4.

my problem now is that i have original made my level on my laptop in 3ds max (units in meters) and this worked fine, i used a box that was the 1.80m tall so an average height character.
but now i have an new desktop and use the same unit scaling. but for some reason all of my assets that i import are so small. and have to scale em up like 5 times. sometimes even 8 times

if someone has some tip and or good workflows. will u show me??

thanks in advance guys

Nothing fancy.

In the original file I place a proxy of relative scale and save it.

With a reset scene I’ll set world scale to 1 unit = 1cm and merge blueman (rocket) as provided by Epic.

Merge in the scene that needs to be rescaled and with all selected, except for blueman, create a group and align the feet of the proxy to blueman and snap the groups pivot to the feet location and scale up.

Once done ungroup and use reset xform in utilities and import the entire map as a single block to verify the scale.

In 3ds Max it is very important to reset the xform as the scale tool only adjusts the relative scale and not the local so if you have to scale up 5 times the size the local scale will still be the same size as imported. The xform reset will set the objects transforms and when select should read 100% along all axis.

Also, check your unit setup in 3ds max.
Maybe you just set the display unit to meters, and the system unit is still inches?

My personal setup is to set the units via the Customize > Units Setup. I set it to CM. I then set my grid spacing/snaps to 10 CM (Just like default settings in Unreal).

When I Export anything to FBX under the Units tab make sure that Automatic is left unchecked and set the “scene units converted to:” to Centimeters.

Often if I need anything in my scene for reference I’ll make a box that is 182 cm (6ft) tall or place a Biped. This workflow has worked well for me personally.