Easiest way to fix it. open another program, and select migrate, or.
Just export the mesh and skeleton as fbx. You can rename it if you like. Whatever.
Scale it to the scale you want, and then export send to unreal. re import. Done.
I have exported sk mannequin. and i use it as reference for other char.
I simply selected the mesh only, and clicked duplicate. Then i have a mannequin. skin only no skeleton for reference size in my software.
As maya, blender end up with different results in size when importing to ue4.
For example. I have a modular building that says its 343mm in size in maya, and when brought into ue4 it says something like 267. from blender it’s correct. So?
I wish every software would do the same as its annoying already. Everything in the known world is “Z UP” except some programs force y.
Before 3d modelling existed everything was Z up. Cnc’s were z Up. Unless they were horizontal. which would make them “horizontal.”