The character's mesh is shifted up and the character's feet do not touch the ground.

Hello. I don’t understand where I went wrong when exporting a character from 3ds max to Unreal Engine. In 3ds max animation root, pivot and mesh are located at zero coordinates. But when setting the mesh to an actor, the root is located at zero coordinates, and the mesh is much higher. Please, how can I fix this?

I’d start by checking if
The bones are positioned properly as well.
UE isn’t checked to transform on import. (or 3ds on export)
The capsule isn’t scaled.

Isn’t there an “apply rotations and transforms” option in 3dmax too?
I think you neglected to do that.

There can be serveral reasons.
Eg. Your character dont have same height as the UE Skeleton or it could be a transform problem.
In both cases, you can change the import translation Z value. Hope this helps you.