Joints twisted in UE5, but look good in Blender. (Auto-Rig Pro)

Hello, I am using a lopoly character model to learn about the UE5 mannequin. The character almost looks ok with the third-person controller. But the issue is the elbows, knees and wrists all seem disjointed. My theory is that the proportions of the character are different from the third person mannequin/skeleton so its breaking the joints when animating.

I don’t know what this issue is called so I am asking here.

Further info: the character was rigged in blender with Auto-Rig Pro and the deformations look good in blender, here is a screencap:

Ok, I abandoned Auto-Rig Pro after reading in the documentation that UE5.5 doesn’t import the FBX from ARP properly. So I exported the Manny model, imported it into my lopoly model’s blender scene and used a data-transfer modifier to move Manny’s vertex weights (skinning) to the other model. Did some clean up with weight painting my lopo-character. Then I exported/imported to Unreal. I am happy with the result:

error importing: [path to model, SkeletalMesh] Imported skeletal mesh has some invalid bind poses. Skeletal mesh skinning has been rebind using the time zero pose.

The Auto-Rig Pro documentation says that Unreal Engine 5.5+ started giving this error. It claims that the solution is to export-import the t pose separate from the animations. But I didn’t have any animations.