Freakish scaling during animation trigger

Hi Edcates.
Yes I am sure the work on the same skeleton its a Mixamo skeleton but it seems the scale and orientation gets messed up pretty easily when importing to unreal.
I dont think its that odd of a way to do it I mean I make a blueprint for a game mode with the controls I want instead of say re-targeting to the unreal 3rd person skeleton.
Then I made a blue print for a character ensure world settings and game mode setting along with mesh are all correct in my player/character blue print then try and create a animation blue print and blend spaces and for actions like like punching or stuff that can be played delayed and return to character idle state. The solution I found was I needed to scale the Animations to match my character after import as for some reason I was going from centimeters to meters. I would love it if Unreal had a full blown this is how to make a character and game mode from scratch using this amazing blue print system we got so your character/ player/ skeletal mesh asset can run jump crouch swim fall prone, walk, idle climb etc with out having to make a bunch of blend spaces and blends. Thanks for your reply Edcates you’ve restored some faith in the community.