When exporting a Skeletal Mesh from Maya to UE4, the vertex weights seem to have changed or something wrong has occurred during export/import?

I think your problem is that UE4 not support Dual Quaternion mode as MAYA. UE4 uses fast and cheaper Linear mode. When you add skin modifier for your character, you need set “Skinning Method” to “Classic Linear” and to tweak the weight of vertices.

Also you can to use solutions from these tutorials. These tutorials about how to avoid twisting of the skin.