FBX import changing skeletal mesh

Hi there,

I am a university student trying to create a 2 level game for an assignment. I have modelled and rigged my own basic character using 3DS Max 2018, but when attempting to import the mesh and bones, UE4 seems to warp both the bones and skeletal mesh to be of a different scale than they should be:

3DS Max View

vs

UE4 View

I’ve been playing around with import/export settings all day, but nothing seems to make any negligible difference. At first I checked the bone scale, and found that somewhere along the line they had been altered, so I changed them back to 100%. This removed most of the ‘warping’ that was going on, but alas, there is still some warping regardless. I’ve checked every bone, I’ve made sure the units are correct and that all my export settings are also all correct to the best of my knowledge.

Export Settings:

Import Settings:

I’ve unchecked both import and export animations as I understand it’s just a t-pose and doesn’t require them.

It’s been really frustrating, and frankly, I’m at a loss. I’m not completely sure if this is a 3DS Max-based problem or a UE4-based problem. I’ll include the .FBX and .Max files, to see what you make of it.

~I’ve tried importing both FBXs back in to 3DS Max; no warping occurs, Which leads me to believe this is a UE4 issue. As well as this, when I try to just import the character mesh as a static mesh into UE4 , again, no issues. That being said however, when I just attempted to export the mesh in 3DS Max, for a short amount of time, the mesh appeared to devolve in to a state similar to the one it appears as in UE4 . I’m not sure what’s going on, and I hope somebody may be able to provide some insight. Thanks.

Link to my 3DS Max File Download:

FBX File: