What settings are missing to get the same scale silhouette in UE5 as in Maya?

hi

What I would like to do.

  1. cartoon-like animation
    I want to use scale to represent
  2. I want the bones of the robot’s arms to point in the direction of the child in a rotation

Problems I’m having right now.
In the Maya I’m using, when I put scale in the pelvis, the whole mesh is scaled (this is the ideal movement)

However, when I import the FBX into UE and scale it, the robot arms are broken up.

Even in UE, there is no problem when scaled as a whole, but when scaled only in X or Z, it seems to fall apart.
The robot wants to include an animation that stretches it horizontally and vertically.

It seems that BP can also do stretch animations,
For this project, I want to solve this problem in order to use animations created in Maya.

What we tried.

Reconfirmation of weights
→All weights are assigned to 1 for each bone, and we have confirmed that there are no errors in the weights.

Review of bone information (compared with UE5 mannequin data)

Import and export is being reviewed with reference to the following sites, but this has not improved the current problem.
(FBX インポート オプションのリファレンス | Unreal Engine 4.27 ドキュメント)
(https://www.youtube.com/watch?v=IUTJmmh8K4c)

This text was written with a translator, so the text may be incorrect.

Best regards.

Tools used.
1.Maya 2022.4
2.UE 5.3
3.Windowa 10

thanks.