Skeletal Animation Offset too large cause the rendering error

My Workflow is to export the animation from Maya to UE;Because the Animation was build in Maya,and Rigging animation is far from the origin point.Using the Invert matrix may fixed the Broken face;But when i bake the animation curve into FBX and import to UE,the face looks right in engine,but the lighting are bad;My Animation`s Pivot is 200 million far from the Origin,so it casue this;Is there are any way to fixed this in sequence?