Forgot to scale Blender mesh before rigging / animating. Am I cooked?

So I made a character model in Blender, but I forgot to set its scale to .01 and apply before I put in the rig and started animating. I’m new to all this so when I imported to Unreal, I just set the scale to what I needed in my blueprint.

Now, I tried to add a sword with cosmetic tassels on the hilt that I wanted to add physics to, and with no shortage of headaches I got everything working properly for making the sword stick to the sheathe and draw / re-sheathe correctly, but when I tried to put the physics on the tassels, the tassels became razor thin and tiny and everything I’ve found tells me it’s because of the scaling issues.

Is there any way to like fix my character’s scale without redoing all my animation work and rigging / weight painting or am I just boned?

In Blender your rig should have a scale of 0.01. The individual meshes, which are attached to the rig need to have a scale of 1.0
Go into Blender, and, assuming you currently have a scale of 1.0 on the rig, scale it up by 100. Just press S and then 100 on the numpad (with the rig selected, not the mesh).
Then, Ctrl + A and apply scale. Now it’s 1.0 but huge.
Now scale it down by 100 and leave it at 0.01.
Export like that and reimport into Unreal. It won’t break your animations.

I’m not familiar with a quick fix, but check here:

Skeletal mesh bones are too big - Development / Character & Animation - Epic Developer Community Forums

It’s more or less what @Jorm2K said with a tutorial attached.