Retargeting animation blueprint screws up mesh

So I added an armature to a lego minifigure model in blender this morning and I went through the process of animation retargeting found here:

https://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/index.html

First of all, when I imported the .fbx, I noticed the hands look all wonky. It’s almost like they look inside out (see pic). If you have any idea how I could fix that, please let me know.

39330-hands.jpg

But here’s my real problem: After I used the retarget manager to set up the rig using the humanoid pre-set, and retargeted the ThirdPersonAnimBlueprint to the minifigure, the minifigure’s mesh got all messed up. Basically, it looks like a little exclamation point.

39331-wanimationblueprint.jpg

I can run and jump all over the default level just like I should be able to, but I just look like a ridiculous punctuation mark jumping all over the place. Any idea what I did wrong?

Just to make I had the procedure right, I went thought the process of retargeting the SWAT skeleton from the mixamo character pack. I had no problem retargeting the third person animation blueprint to the SWAT guy.

Any help you could give me would be very much appreciated.

Thanks!

Just experienced the same issue with a character imported from Blender 2.76. It looks like a scaling issue, but I don’t know how to fix it in UE4. If you figure out a solution it would be much appreciated!

The hands looking inside out is an easy one though, their normals are just inverted.