Did you check the rest-pose? It should look really similar like the A-pose of the mannequin - if you are using UE4 anims. Like this: New project released by MakeHuman team leader - General Discussion - Unreal Engine Forums - You can’t use T-pose for A-pose for example. You could either fix this in UE4 or (usually better) in your 3D app (because you could compare 2 meshes in the 3D app where you have to guess in UE4). If the pose looks similar then even make sure you don’t have any remaining scale on your armature. Everything should be scale 1.0 before you export your mesh from your 3D app (and there should be 0 errors or warnings at import). That said. I don’t know a Player_walkFwd anim. Is this a UE4 mannequin animation? If not then you have to put your both meshes to the same pose (probably T-pose in that case). The rest pose is the pose that your mesh would use if you don’t apply any pose to it in your 3D app. Its the pose that you would get if you enter “edit mode” in Blender for example.