Thanks for the reply… Good news is that I found what was causing the issue. Bad news is that it messed up my whole skeletal mesh and I had to delete and import freshly from the ground up.
The problem was caused by the wrong orientation since MakeHuman didn’t allow me to rotate my character whilst exporting it as a fbx file. So I had to open the exported model in blender first and export the character with the right rotation axis and the scale…
For the sake of documentation, to give a clear answer, for others in the future and aswell as for my future self, I made a document that explains the process on how to export a MakeHuman Character, so that it can be used to generate mixamo animations and how to import the character mesh aswell as the animations in unreal engine:
Export Makehuman Model for Unreal Engine 5 through Blender.pdf (1.2 MB)
Also since Epic only allows 5 images simultaneously I thought why not make a pdf.
Hope it will help people in the future who want to combine MakeHuman together with mixamo and Unreal Engine!
Cheers!