Weird bones position after fbx import

Hello everyone,
Basically when I downloaded the skeleton from mixamo, and then I weighted my mesh in blender and exported the fbx, I didn’t change the skeleton at all,
The mixamo skeleton works fine,but the one that I export from blender shows up with rotated bones
what could the problem be?

Bad export settings, probably.

I hope that, but I can’t find the right configuratioin
I’ve looked at some tutorials and copied those import settings
And when I import the mesh alone the animation is correct but with y up

Give the plugin a try to copy the settings from / follow the tutorial - probably won’t work off the bat with the custom mesh unless the bone names match the UE4 skeleton exactly, but you can import a mannequin, click export and copy the settings so you know what unreal expects.