Why is my PhAT collision out of bounds?

Hey folks - I’ve been headdesking over this problem for a few weeks, read through some documentation and really at my wits end here.
I’ve created a mesh using Makehuman [Autorigged using the xonotic bones] , edited it for some materials, checked the weights and skin in WebAnimate (works fine, can even retarget .bvh files to it with a few pose tweaks)

However, when I bring the .fbx into UE4 PhAT seems to have some major issues with it (or I’m missing something on the tutorials)
If I auto generate the physics body the following behavior can be seen in when I examine the model in game:


I went into PhAT and saw the following, so I then deleted the jumble of physics bodies

+http://i.imgur.com/d0nGL8Y.png

With no physics bodies the .fbx causes no issues, animations seem to work, etc, however as a test I put on one physics body(tried both syphil and box) attached to the hips bone, scaled it to size and the following happens:



The character isn’t flying, it’s floating there in mid air resting on the collision body which behaves normally even though the bounds of the collision barely exceed the size of the model. I know that I have to create a chain and attach them through some pain staking work, however am I going crazy here or should this not be happening with one scaled collision which doesn’t extend past the model mesh? Thanks in advance.

Hello,

Our developer answered this question on the forums here:

Please let me know if you need any more help.