Skeletal Mesh has correct scale but animation doesn't

I am importing an fbx of a character rigged/animated in maya.

The maya fbx export settings are the same that we have been using for multiple other characters and they all work correctly. The unreal import settings are the same as well. I am not scaling the mesh or animation on import.

When I view the skeletal mesh within Unreal it is the correct size
373x140x268

When I play the animation he shrinks down to
53x50x85

Does anyone know what could be causing this? Like I said the export/import settings work fine for other characters. So it must be something wrong in maya.

Here is a video showing what I’m seeing.

I figured this out. My transforms weren’t frozen correctly. My global control had a scale of 3,3,3 in the fbx when I imported it into Maya to check.