Mesh completely distorted when assigning animation

So, I have this exact problem that I’m trying to solve right now.
@Neutronux, you’re not exactly accurate. Yes, bone names and hierarchy IS WHAT MATTERS for Unreal skeleton. The thing with the doc you showed only tells that if the skeleton is set to the retarget options “Skeleton” for all bones but “Animation” for root, pelvis and IK bones IT WILL just work automatically, even with different mesh proportions, and that’s because this process of setting the bones is already retargeting, as you can see in this video: Skeleton Assets: Importing, Sharing Skeletons & Anims | 02 | v4.8 Tutorial Series | Unreal Engine - YouTube.

And I also don’t know what the problem is because the skeleton has the correct options.
@Taces I’ll let you know if I find the solution for this. It sucks, should be a simple process if we took the time to make the skeleton the same as Unreal’s, right?